Marble: A Multimodal World Model
71–80 of 87 posts
Re: Marble: A Multimodal World Model
#72Incredibly disappointing release, especially for a company with so much talent and capital. Looking at the worlds generated here https://marble.worldlabs.ai/ it looks a lot more like they are just doing image generation for a multiview stereo 360 panoramas and then reprojecting that into space. The generations exhibit all the same image artifacts that come from this type of scanning/reconstruction work, all the same…
Yeah, I'm likewise a bit underwhelmed by the results. If you go in with the expectation that you give it a single image and it's doing gaussian splatting from a single image and a prompt it's phenomenal. If you deviate too far from the image viewpoint it breaks down, but it looks decent long enough to be very usable. But if you go in with the expectation that it's generating "worlds" it's not very good. This only pas…
Re: Marble: A Multimodal World Model
#73This is going to take movie making to another level because now we can: 1. Generate a full scene 2. Generate a character with specific movements. Combine these 2, and we can have moving cameras as needed (long takes). This is going to make storytelling very expressive. Incredible times! Here's a bet: We'll have a AI superstar (A-list level) in the next 12 months.
Hard disagree. CG in films is awful when done cheaply, and this all looks like really cheap CG.
Re: Marble: A Multimodal World Model
#74Incredibly disappointing release, especially for a company with so much talent and capital. Looking at the worlds generated here https://marble.worldlabs.ai/ it looks a lot more like they are just doing image generation for a multiview stereo 360 panoramas and then reprojecting that into space. The generations exhibit all the same image artifacts that come from this type of scanning/reconstruction work, all the same…
To be fair, multiview-consistent diffusion is extremely hard - it's an accomplishment of it's own right to get right, and still very useful. "World model" is probably a misnomer though (what even is a world model?). Their recent work on frame gen models is probably a bit closer to an actual world model in the traditional sense ( https://www.worldlabs.ai/blog/rtfm ).
I agree RTFM is in more of the "right" direction here, and what is presented here is a bit of a derivative of that. Which makes this release so much more crass, as it seems like a ploy to get platform buy in from users more so than a release of a "world model".
Re: Marble: A Multimodal World Model
#75Earlier quoted context omitted.
Neurobio is built from the base units of consciousness outwards, not intuited interpretation. Eg prediction has nothing inherent to do with consciousness directly. That’s a process imposed on brains post hoc. https://pubmed.ncbi.nlm.nih.gov/38579270/ And https://mitpress.mit.edu/9780262552820/the-spontaneous-brain... Easily refute prediction or error prediction as fundamental. The path to intelligence or consciousnes…
I started writing the counterargument, but somehow I think you have a weird idea of what both interpretability in ML and neurobiology are, especially seeing how you're dealing with things nobody has a full idea about in such absolutes
Look at Unlocking The brain both volumes, rhythms of the brain and the brain from inside out, and these are the tip.
Re: Marble: A Multimodal World Model
#76Re: Marble: A Multimodal World Model
#77Re: Marble: A Multimodal World Model
#78Is Marble's definition of a "world model" the same as Yann LeCun's definition of a world model? And is that the same as Genie's definition of a world model?
Very different, it would seem. Then again, it’s never been clear to me why LeCun believes that LLM architectures don’t inherently produce world models in the course of training.
IMO LLM more or less literally cannot do what they do without a world model, not least because much of what language is, is a protocol for making assertions about that model, testing the degree to which it is shared, and seeking to alter the model one carries of one's interlocutor's model.
To the "parrot people" I suggest, there is no more optimized mechanism for the inner layers of a network to approach than one which most parsimoniously models the world, so as to correctly emit tokens reflective of that.
Re: Marble: A Multimodal World Model
#79Earlier quoted context omitted.
Games are still mostly polygon based due to tooling (Even Unreal Nanite is a special variation of handling polygons), some engines have tried voxels (Teardown, Minecraft genererates polygons and would fall in the previous category as far as rendering goes) or even implict surface modes by composing SDF'y primitives (Dreams on Playstation and more recently unbound.io). All of these have fairly "exact" representations,…
What does the Gaussian approach do that resolves the issue with voxel engines? I recall if you wanted to start doing animation it becomes a mess of computational complexity.
The issue of real voxels (not MC style) is that they fill in fixed spaces that then can creates gaps once you start animating, you probably have the same issues with GS (but that's probably why they are doing exports).
Re: Marble: A Multimodal World Model
#80Earlier quoted context omitted.
Games are still mostly polygon based due to tooling (Even Unreal Nanite is a special variation of handling polygons), some engines have tried voxels (Teardown, Minecraft genererates polygons and would fall in the previous category as far as rendering goes) or even implict surface modes by composing SDF'y primitives (Dreams on Playstation and more recently unbound.io). All of these have fairly "exact" representations,…
Your later point is what makes me think this doesn't have comprehensive legs, just niche usage. A typical game has thousands of hand placed nodes in 3D space, that do things like place lights, trigger story beats, account for physics and collisions etc. That wouldn't change with Gaussian splats, but if you needed to edit the world then even with deterministic generation, the whole world might change, and all your gam…
That said, all those collisions, triggers, lights, etc could be authored together with blockouts in Unity, Godot or some other editor capable of creating levels that integrates with the rest of the game authoring process.
If they create a way to keep the contexts of generation (or rebuild them from marker objects with prompts that are kept in the level editor and continiously re-imported) and allow for a sane way to re-generate and keep chunks then I feel that this could be fairly bad for world artists (Yes, they'd probably still be needed to adjust things to not look like total slop).