![]() PyramidVisionTransformer-V2 (adapted from ).MViT-V2 (multi-scale vit, adapted from ).GCVit (weights adapted from, code 100% timm re-write for license purposes).(T) = TPU trained with bits_and_tpu branch training code, (G) = GPU trained.coatnet_0_rw_224 - 82.4 (T) - NOTE timm '0' coatnets have 2 more 3rd stage blocks.Initial CoAtNet and MaxVit timm pretrained weights (working on more):.an unfinished Tensorflow version from MaxVit authors can be found.both found in maxxvit.py model def, contains numerous experiments outside scope of original papers.CoAtNet ( ) and MaxVit ( ) timm original models.Add new RelPosMlp MaxViT weight that leverages this: MaxVit window size scales with img_size by default.Add more weights in maxxvit series incl a pico (7.5M params, 1.9 GMACs), two tiny variants:.Add BEiT-v2 weights for base and large 224x224 models from.Hugging Face timm docs home now exists, look for more here in the future.LAION-2B CLIP image towers supported as pretrained backbones for fine-tune or features (no classifier).NOTE: official MaxVit weights (in1k) have been released at - some extra work is needed to port and adapt since my impl was created independently of theirs and has a few small differences + the whole TF same padding fun.maxxvit_rmlp_small_rw_256 - 84.6 256, 84.9 288 (G) - could be trained better, hparams need tuning (uses ConvNeXt block, no BN).coatnext_nano_rw_224 - 82.0 224 (G) - (uses ConvNeXt conv block, no BatchNorm).More weights in maxxvit series, incl first ConvNeXt block based coatnext and maxxvit experiments:.An HDR image and backplate courtesy of HDRI Haven is also included from their free collection.īe sure to check out Adrien’s other workshops detailing Exterior Scene Development and Creating a Photoreal Interior.Thanks to the following for hardware support:Īnd a big thanks to all GitHub sponsors who helped with some of my costs before I joined Hugging Face. Provided with this workshop is Adrien’s low-res model of the environment and camera (.mb file for Maya) used for the shot, which you can download and use with your own assets. As well as detailing the process, he also discusses what to look out for when creating realistic CG integrations using Nuke. Using Maya's render setup tools, Adrien shows how to export all the necessary lighting passes required for professional compositing in Nuke. ![]() Adrien discusses the importance of matching the lighting of the plate with the 3D asset being integrated for truly realistic results and demonstrates how to recreate the correct lighting scenario. The texturing portion includes how to clean up textures from the 3D scan and project them back onto a clean 3D asset using Mari - a standard practice that ensures the CG asset is usable in VFX production.īack in Maya, the look-dev, lighting, and rendering is handled with V-Ray. ![]() Using a classic technique in visual effects production, Adrien reveals how to transform a 3D scan of a train into a production-ready asset using Maya, discussing the important hard-surface modeling theories while demonstrating the process. Adrian Vallecilla’s 5-hour workshop details a complete workflow for integrating hero assets into backplates with photorealistic results.
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