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  • Créez des pipelines de rendu neuronal en temps réel avec Metal

    Découvrez comment intégrer l'apprentissage automatique dans votre pipeline de rendu en temps réel à l'aide de Metal 4. Nous explorons des approches pratiques et les bonnes pratiques pour obtenir des résultats de qualité de production avec le débruitage neuronal MetalFX, en présentant des retours d'expérience réels de Redshift Live de Maxon. Apprenez à entraîner et à déployer un mappeur de tons neuronal en utilisant l'encodeur de commandes ML directement dans votre environnement graphique. Enfin, explorez la nouvelle API de tenseurs pour construire et évaluer de petits réseaux neuronaux spécialisés directement dans vos shaders.

    Chapitres

    • 0:00 - Introduction
    • 2:16 - MetalFX Denoising
    • 9:57 - Deploy custom ML networks with Metal 4
    • 13:40 - Inline neural networks with tensorOps
    • 20:55 - Next steps

    Ressources

    • Training a neural network to render irradiance in real time
    • Metal sample code library
    • Download the Metal Performance Primitives (MPP) Programming Guide
    • Understanding the Metal 4 core API
      • Vidéo HD
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    Vidéos connexes

    WWDC25

    • Allez plus loin avec les jeux Metal 4
    • Combinez l’apprentissage automatique et les graphismes de Metal 4
  • Rechercher dans cette vidéo…
    • 8:46 - Compute camera-only motion vectors

      #include <metal_stdlib>
      using namespace metal;
      
      // Compute camera-only motion vectors
      float4 clipCurrent = viewProjCurrent * float4(worldPos, 1.0);
      float2 ndcCurrent = clipCurrent.xy / clipCurrent.w;
      
      float4 clipPrevious = viewProjPrevious * float4(worldPos, 1.0);
      float2 ndcPrevious = clipPrevious.xy / clipPrevious.w;
      
      float2 motion = ndcPrevious - ndcCurrent;
      
      // Get subpixel offset for current and previous frames
      float2 jitterCurrent = getJitter(frameIndex);
      float2 jitterPrevious = getJitter(frameIndexPrevious);
      motion -= jitterPrevious - jitterCurrent;
    • 0:00 - Introduction
    • An overview of how machine learning is transforming real-time rendering pipelines on Apple platforms, and a preview of three levels of ML integration: MetalFX Denoising, deploying custom networks with Metal 4, and building tiny networks inline in shaders with tensorOps.

    • 2:16 - MetalFX Denoising
    • How to integrate MetalFX Denoising into a path tracer running at one sample per pixel. Covers auxiliary inputs (albedo, depth, motion vectors), best practices for clean inputs, transparency overlays, the denoiser strength mask, and primary surface replacement for mirrors and glass — illustrated with Redshift Live from Maxon.

    • 9:57 - Deploy custom ML networks with Metal 4
    • How to train a neural tone mapper offline (e.g., HDRNet), export it to Metal Performance Shaders Graph, and execute it inside a Metal 4 command buffer alongside your existing rendering passes to replace complex post-processing pipelines with a single network.

    • 13:40 - Inline neural networks with tensorOps
    • How to build and run small multilayer perceptrons directly inside Metal shaders using the TensorOps API and cooperative tensors. Demonstrates an online-trained sky visibility probe that adapts to dynamic scenes each frame — enabling ML inference and training that runs alongside your existing compute and render work.

    • 20:55 - Next steps
    • A recap of the three levels of ML integration in rendering pipelines, and guidance on where to start: download Xcode, explore Metal 4 sample code, and adopt MetalFX denoising for real-time applications first.

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