This seems like a staggeringly inefficient way to develop what is essentially a FPS engine.
AI video you can watch and interact with, in real-time
61–70 of 91 posts
Re: AI video you can watch and interact with, in real-time
#62Earlier quoted context omitted.
Why do you think this is so hard, even for technical people here, to make the inductive leap on this one? Is it that close to magic? The AI is rendering pillars and also determining collision detection on it. As in, no one went in there and selected a bunch of pillars and marked it as a barrier. That means in the long run, I'll be able to take some video or pictures of the real world and have it be game level.
Because that's been a thing for years already - and works way better then this research does. Unreal engine 5 has been demoing these features for a while now, I heard about it early 2020 iirc, but the techniques like gaussian splattering predate it. I have no experience in either of these, but I believe MegaScans and RealityCapture are two examples doing this. And the last nanite demo touched on it, too.
Re: AI video you can watch and interact with, in real-time
#63Note that it isn't being created from whole cloth, it is trained on videos of the places and then it is generating the frames: "To improve autoregressive stability for this research preview, what we’re sharing today can be considered a narrow distribution model: it's pre-trained on video of the world, and post-trained on video from a smaller set of places with dense coverage. The tradeoff of this post-training is tha…
Re: AI video you can watch and interact with, in real-time
#64Earlier quoted context omitted.
Hi! CEO of Odyssey here. Thanks for giving this a shot. To clarify: this is a diffusion model trained on lots of video, that's learning realistic pixels and actions. This model takes in the prior video frame and a user action (e.g. move forward), with the model then generating a new video frame that resembles the intended action. This loop happens every ~40ms, so real-time. The reason you're seeing similar worlds wit…
Why are you going all in on world models instead of basing everything on top of a 3D engine that could be manipulated / rendered with separate models? If a world model was truly managing to model a manifold of a 3D scene, it should be pretty easy to extract a mesh or SDF from it and drop that into an engine where you could then impose more concrete rules or sanity check the output of the model. Then you could actuall…
> Why are you going all in on world models instead of basing everything on top of a 3D engine that could be manipulated / rendered with separate models?
I absolutely think there's going to be super cool startups that accelerate film and game dev as it is today, inside existing 3D engines. Those workflows could be made much faster with generative models.
That said, our belief is that model-imagined experiences are going to become a totally new form of storytelling, and that these experiences might not be free to be as weird and whacky as they could because of heuristics or limitations in existing 3D engines. This is our focus, and why the model is video-in and video-out.
Plus, you've got the very large challenge of learning a rich, high-quality 3D representation from a very small pool of 3D data. The volume of 3D data is just so small, compared to the volumes generative models really need to begin to shine.
> Additionally, curious about what exactly the difference between the new mode of storytelling you’re describing and something like a crpg or visual novel
To be clear, we don't yet know what shape these new experiences will take. I'm hoping we can avoid an awkward initial phase where these experiences resemble traditional game mechanics too much (although we have much to learn from them), and just fast-forward to enabling totally new experiences that just aren't feasible with existing technologies and budgets. Let's see!
> is your hope that you can just bake absolutely everything into the world model instead of having to implement systems for dialogue/camera controls/rendering/everything else that’s difficult about working with a 3D engine?
Yes, exactly. The model just learns better this way (instead of breaking it down into discrete components) and I think the end experience will be weirder and more wonderful for it.
Re: AI video you can watch and interact with, in real-time
#65Re: AI video you can watch and interact with, in real-time
#66Earlier quoted context omitted.
Ok playing with this more there's very subtle differences between sessions. As in there is some hallucination here with certain small differences. I think what's happening is this is AI generated but it is very very overfitted to real world 3D scenes. The AI is almost rendering exactly a real world scene and not much more. They can't travel out of bounds or the model stops working since it's so overfitted to these sc…
Odyssey Systems is six months behind way more impressive demos. They're following in the footsteps of this work: - Open Source Diamond WM that you can run on consumer hardware [1] - Google's Genie 2 (way better than this) [2] - Oasis [3] [1] https://diamond-wm.github.io/ [2] https://deepmind.google/discover/blog/genie-2-a-large-scale-... [3] https://oasis.decart.ai/welcome There are a lot of papers and demos in this…
From our perspective, what separates our work is two things:
1. Our model is able to be experienced by anyone today, and in real-time at 30 FPS.
2. Our data domain is real-world, meaning learning life-like pixels and actions. This is, from our perspective, more complex than learning from a video game.
Re: AI video you can watch and interact with, in real-time
#67This seems like a staggeringly inefficient way to develop what is essentially a FPS engine.
I think an actual 3D engine with AI that can make new high quality 3D models and environments on the fly would be the pinnacle. And maybe even add new game and control mechanics on the fly.
Re: AI video you can watch and interact with, in real-time
#68[0] Minecraft with object impermanence (229 points, 146 comments) https://news.ycombinator.com/item?id=42762426
Re: AI video you can watch and interact with, in real-time
#69Earlier quoted context omitted.
Why are you going all in on world models instead of basing everything on top of a 3D engine that could be manipulated / rendered with separate models? If a world model was truly managing to model a manifold of a 3D scene, it should be pretty easy to extract a mesh or SDF from it and drop that into an engine where you could then impose more concrete rules or sanity check the output of the model. Then you could actuall…
Great questions! > Why are you going all in on world models instead of basing everything on top of a 3D engine that could be manipulated / rendered with separate models? I absolutely think there's going to be super cool startups that accelerate film and game dev as it is today, inside existing 3D engines. Those workflows could be made much faster with generative models. That said, our belief is that model-imagined ex…
Isn’t the entire aim of world models (at least, in this particular case) to learn a very high quality 3D representation from 2D video data? My point is if that you manage to train a navigable world model for a particular location, that model has managed to fit a very high quality 3D representation of that location. There’s lots of research dealing with NERFs that demonstrate how you can extract these 3D scenes as meshes once a model has managed to fit it. (NERFs are another great example of learning a high quality 3D representation from sparse 2D data.)
>That said, our belief is that model-imagined experiences are going to become a totally new form of storytelling, and that these experiences might not be free to be as weird and whacky as they could because of heuristics or limitations in existing 3D engines. This is our focus, and why the model is video-in and video-out.
There’s a lot of focus in the material on your site about the models learning physics by training on real world video - wouldn’t that imply that you’re trying to converge on a physically accurate world model? I imagine that would make weirdness and wackiness rather difficult
> To be clear, we don't yet know what shape these new experiences will take. I'm hoping we can avoid an awkward initial phase where these experiences resemble traditional game mechanics too much (although we have much to learn from them), and just fast-forward to enabling totally new experiences that just aren't feasible with existing technologies and budgets. Let's see!
I see! Do you have any ideas about the kinds of experiences that you would want to see or experience personally? For me it’s hard to imagine anything that substantially deviates from navigating and interacting with a 3D engine, especially given it seems like you want your world models to converge to be physically realistic. Maybe you could prompt it to warp to another scene?