by schmichael
4 subcomments
- It’s a fun demo but they never go into buildings, the buildings all have similar size, the towns have similar layouts, there’s numerous visual inconsistencies, and the towns don’t really make sense. It generates stylistically similar boxes, puts them on a grid, and lets you wander the spaces between?
I know progress happens in incremental steps, but this seems like quite the baby step from other world gen demos unless I’m missing something.
- This just seems like an engineered pipeline of existing GenAI to get a 3d procedurally generated world that doesn't even look SOTA. I'm really sorry to dunk on this for those that worked on it, but this doesn't look like progress to me. The current approach looks like a dead end.
An end-to-end _trained_ model that spits out a textured mesh of the same result would have been an innovation. The fact that they didn't do that suggests they're missing something fundamental for world model training.
The best thing I can say is that maybe they can use this to bootstrap a dataset for a future model.
- I'd call this 3DAssetGen. It's not a world model and doesn't generate a world at all. Standard sweat-and-blood powered world building puts this to shame, even low-effort world building with canned assets (see rpg maker games).
- I would simply spend $5 at an asset store for some blobby generic buildings, than orchestrating a 12-figure corporate debt bubble to build warehouses of rapidly depreciating rust that boils a lake in order to generate them, but I guess that's why I'm not a Business Genius.
by meander_water
1 subcomments
- It's funny, I clicked the link to the demo, but it 404s, then I tried googling Worldgen, and it turns out someone else has built the same thing in May and called it Worldgen as well. Looks like it does better at realistic 3D scenes compared to this.
[0] https://worldgen.github.io/index.html
by boriskourt
0 subcomment
- The paper is quite good [0] there are some interesting details on tackling individual meshes.
(couldn't cleanup the link at all sorry)
[0]: https://scontent-lhr6-2.xx.fbcdn.net/v/t39.2365-6/586830145_...
by Fearlesspancake
0 subcomment
- They use the word "interactive" several times, and I kept expecting that to mean truly interactive i.e. the ability to open doors or pick up objects to use them, but it seems that they mean "interactive" to mean "able to view and explore from a first person perspective". By that definition any 3D model is interactive.
- Panorama gen via 2d diffusion inpainting, to point cloud lifting to 3d, to 2d inpainting conditioned on rendered point clouds, to optimization of a 3d gaussian splatting scene. It's image gen stitched into 3D. Not a conceptual world model. I hate the ambiguity of the term.
- How many f*cking world gen models and datacenters will it take to realize that we all just want a better version of SimCity? And what an ironic thing to divert gigawatts of power and vast amounts of water to building. SimCity tiles and walkthrough (Potemkin) villages.
I still won't even get myself a PlayStation, explicitly because I know if I did I would lose half year of my life to Red Dead. Who actually benefits from this technology, or is it just a cool demo?
- Having the technical knowhow to have an ai generate 3d models, but then generatively compositing those assets together into environments in a way that would have seemed overly simplistic to gamedevs 3 decades ago…
by willyxdjazz
0 subcomment
- It's funny, I don't know if I see a use for it, and this feeling surprises me. Just as procedural maps bore me, I feel this will be similar in any use case I can think of. What I like is the perceived care behind every action. After the initial "wow" of the care put into that research, I don't think it will end up being a "wow" that scales—I don't know if I'm making myself clear.
by galleywest200
1 subcomments
- I loathe how meta.com makes my back button gray out in my browser. Stop trying to force me to stay, it is obnoxious.
- The vibe from the first video reminds me of Warcraft 3 and DotA.
DotA was effectively a simple map that changed online gaming, e-sports, and I am sure there are millions/billions of hours spent by players in a very simple looking landscape.
Compared to what we have today, on-demand, unique, and significantly better looking. It is amazing to see how relatively small these, objectively amazing, achievements seem, compared to a simple map we had 20 years ago.
by anotheryou
0 subcomment
- It's more like a 3D asset generator sprinkling them across a generic landscape.
The "World" part falls a bit short, the rounded 3D not even that good.
- This is like GTP 2 of World Gen.
10 years from now we might have games that generate entire worlds based on the unique story line that's customized for each playthrough. Maybe even endless stories.
Baldur's Gate 5 is going to be memorable!
The Elder's Scrolls could use this + Radiant AI for some neat quests when it improves.
Game studios are probably going to explore this in dungeon generators first where if things go wrong with the generation, not much is lost. Just exit and generate another.
by visioninmyblood
0 subcomment
- Not sure what is going on but seems like meta is lacking behind other startups and other frontier models in this space. They invested most in Meta reality labs in the last decade more than any other company and they come up with such poor rendering while the competitors are making pretty cool real world demos. Meta should stop thinking of these as research projects and actually spend time building real products with proper 3d rendering.
- Google released Genie 3 back in August, which seemed more compelling than this. I was surprised by how little fanfare it received.
- I can see this working as a randomly generated map for some quick game, like the Worms games did in 2D.
But, having things feel strongly on a grid kind of ruins the feel. It's rare for every building to be isolated like that. I am guessing they had trouble producing neighboring buildings that looked like they could logically share a common wall or alleyway.
by mrdependable
0 subcomment
- These look a lot like World of Warcraft. I wonder how much of their training data they got from it.
- Does it in fact create a world that reflects the prompt? Probably not, except in a vague way.
Any world you can summon into existence with a few words is by the laws of information theory going to be generic. An interesting world requires thousands of words to describe.
by philipwhiuk
1 subcomments
- It's definitely a step forward from that 'Minecraft world' gen tech demo that had no persistence of vision.
I can see it being useful for isolated Unity developers with a concept and limited art ability. Currently they would be likely limited to pixel games.
- First steps towards the Holodeck.
by lloydatkinson
2 subcomments
- My first thought was the comment in the thread from the other day about Zork and hooking up an AI image generator to that.
But, it looks like WorldGen has that slightly soulless art style they used for that Meta Zuckverse VR thing they tried for a while.
- This from Fei-Fei Li's lab looks more promising.
https://www.worldlabs.ai
- > fully navigable, interactive 3D worlds that you can actually walk around and explore.
You can explore, but is there a single interesting thing to find?
https://www.challies.com/articles/no-mans-sky-and-10000-bowl...
- Every environment appears to be a miniature golf course version of reality. Was this a deliberate choice?
by huevosabio
1 subcomments
- This is cool, but it seems much more like a 3d asset generation than the scene generation like World Labs.
- The creation of 3D content is complex, time-consuming, and — quite frankly — out of many people’s reach.
This is true for high-fidelity environments that people expect from AAA games or movie virtual sets, but it's not really true for the sort of content that Worldgen is producing. The effort required to learn low-poly 3D asset creation in Blender is definitely significant but it isn't out of many people's reach unless you have an especially low opinion of people. The Blender community makes assets like this stuff easily all the time.
- Actually, I think this idea is a really practical and interesting way to apply some types of text-to-image and image-to-3d models to user generated games, as an alternative to the heavy frame-by-frame uber world model generation where every interaction and frame render goes through the model and the scale of the world is directly tied to what that model can manage at once.
One can imagine different ways to integrate this type of decomposed generation with different game engines or to parallelize it or allow lazy generation of assets. It's also very accessible to programmers like me who don't have the resources to train and host giant world models but are interested in AI world generation.
I assume that something like this is going to end up in Unity, Unreal and others within a matter of months.
And people are going to say that we already have enough crappy Unity asset games in the monopoly Steam store, but I think that misses the point. It's about opening up game creation or world generation as a creative outlet or tool for more people. It's not an attempt to create more refined games.
- Technically it might be interesting, but artistically it's extremely boring. And conceptually it's just so plain... Sometimes I seems like the only references these researchers use for representing "the world" are videogames.
And let's not talk about the cultural flattening that this represents. A "medieval village" from where? When? Whom?
This is just slightly refined AI slop, but slop nevertheless.
- Horrific AI slop. As always, Meta is aiming to be biggest contributor to the garbage, world never needs. When crypto stuff was at peak of the hype, they came out with numerous white papers, consortiums and coins. Not sure where they have all gone.
I tried this VR headset from Meta the other day. It is so designed to throwing young people into digital realms by shutting off every single biological sense they have.
by DeathArrow
0 subcomment
- It's weird, houses are almost all tall and too narrow.
by luxuryballs
0 subcomment
- so clearly soon I’ll be able to tell a story and watch it appear before my eyes
- it won't be long now till we see a vr star trek holodeck type thing.
- Compare https://odyssey.ml/ another text conditioned world generator
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by ninetyninenine
0 subcomment
- Can’t wait until entire triple A games are generated by a prompt. Hopefully in my lifetime.
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