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Hugues Bruyère

@smallfly8,158 subscribers

Try / Share / Iterate — Creative Technologist / Chief of Innovation @bonjourdpt

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Finally took the plunge into Stable Diffusion & ControNet, using NeRF renders! So much to learn and explore - This might have been a mistake. Apologies. #StableDiffusion #ControNet #NeRF #AUTOMATIC1111

Finally took the plunge into Stable Diffusion & ControNet, using NeRF renders! So much to learn and explore - This might have been a mistake. Apologies. #StableDiffusion #ControNet #NeRF #AUTOMATIC1111

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Fast Company just published a great piece on World Labs , Fei-Fei Li , Marble, and the idea that spatial intelligence / world models may be one of the next big shifts in AI. I was happy to be quoted in the article, but I also wanted to share more context about my own experience with World Labs and Marble, and why this direction is especially interesting to me. My starting point: volumetric capture — For the past few years I’ve been exploring and using volumetric capture and reconstruction (photogrammetry, NeRFs, 3D Gaussian Splats) mostly capturing locations around Montreal. Alleys, museums, urban interiors. I love every step of it: the capture itself, the pipeline, and what can be done with the output. Turning real spaces into real-time explorable systems. I do this personally, sharing explorations here, and professionally as chief technologist, and co-founder of Dpt. Physical reality + generative manipulation — In my work I’m especially drawn to mixing physical reality with generative and digital manipulation: using physical interfaces (light, clay, ink, ... ) to drive generative AI pipelines, building mixed reality prototypes that reshape your surroundings, or starting from real captured spaces and transforming them using tools like Marble. Like many people, I saw the World Labs announcement on Twitter in September 2024, and Marble when it surfaced in early December. But by then, I already had a sense something was coming. The first conversation — As someone deep into volumetric capture and radiance fields, I obviously knew about Ben Mildenhall and his pioneering work on NeRF. To my surprise, Ben reached out to me in late June 2024. He’d been following some of my experiments and wanted to chat about my process and workflows and how I was using this “stuff” creatively. At that point he didn’t share what he was building, but we had a genuinely great conversation about radiance fields, AI, and my work. He was curious about the creative perspective, not just the technical one. When the World Labs announcement dropped a few months later, it all made sense. I understood what Ben had been working on, and why the creative angle mattered to them. Then in August 2025, he invited me to try the Marble beta, and I’ve been experimenting with it since. Experimenting with Marble — The first thing I used Marble for was materializing scene and world concepts during ideation at the studio, and seeing if and how it could fit into our production pipeline. In parallel, I dove into a series of experiments focused on world manipulation: starting from real captured spaces and transforming them using Marble. I’d already been exploring that idea using img2img diffusion with ControlNet on NeRF renders, real-time video streams, and even mixed reality using headset camera feeds. But Marble brings something different. It generates persistent, spatially cohesive 3D worlds that can be rendered in real time across a wide range of devices. That’s a real shift. Experiment 01: Parallel Realities — The first experiment, Parallel Realities, starts from a volumetric capture of a real location, reconstructed as 3D Gaussian Splats. Using Marble, I generate an alternate version of that same space, something informed by the original architecture: abandoned, nature-reclaimed, alternate era. Then, using Spark (World Labs’ 3D Gaussian Splatting renderer for THREE.js) I make both realities coexist in the same spatial coordinate system. From there, I use a portal UX mechanic to let the user step between the real reconstruction and the Marble-generated version. Experiment 02: Hidden Depth The second experiment, Hidden Depth, does not transform a space as much as expand it. A captured location has a visual boundary (a mural, a doorway, a dark corridor) and Marble generates what exists beyond it. For example: a Montreal alley has a painted mural; step through it and you’re inside a world informed by what is actually depicted there. World Labs showcased part of this work here: And in their Spark 2.0 post: The project page is here: Why this matters to me — Being able to start from a real 3D Gaussian Splat scene and manipulate it with Marble opens up a lot of ideas. The 3DGS pipeline is becoming an increasingly compelling foundation for exploration, experimentation, and storytelling. What matters most to me right now is more control. The more I can steer the generated scene or world, the more useful the tool becomes. I want more features like the already existing multiple input images and Chisel, the blockout-based approach. I would like better local control, the ability to expand a generated world more and more while preserving coherence, and the ability to directly import 3D Gaussian Splat scenes to be used as a starting point. I want more ways to shape the result, not just a “prompt and hope” approach. — It is exciting to see this field moving from research and demos toward actual creative workflows.

Hugues Bruyère

69,960 次观看 • 2 个月前

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In the past few weeks, I deep dived into an exploration revolving around the use of physical interfaces to feed and interact with a real-time img2img diffusion pipeline using Stream Diffusion and SDXL Turbo. What really captivated me is to use my hands, objects, art supplies, tools, and light to create images and scenes. 𝗣𝗵𝘆𝘀𝗶𝗰𝗮𝗹 𝗠𝗲𝗱𝗶𝗮 + 𝗧𝗼𝗼𝗹𝘀 I experimented with clay, manipulating different types and colors along with a selection of prompts. I used a magnifying glass, tracked in real-time, to focus the diffusion process on specific areas. Combining these tools created a dynamic and inspiring experience. Using magic clay to layer shapes and colors as a base for revealing landscapes and hidden worlds, and the magnifying glass to focus and reveal these details, was particularly effective. 𝗣𝗵𝘆𝘀𝗶𝗰𝗮𝗹 𝗟𝗶𝗴𝗵𝘁 I used light as my method of interaction with the img2img diffusion. This approach felt special right away. There was something magical about holding a physical light source and seeing it influence the generated visuals. I iterated on this technique with themes like Rococo architecture, flowers, Brutalist architecture, hidden worlds, and origami landscapes. 𝗜𝗻𝗸 + 𝗛𝘆𝗯𝗿𝗶𝗱 𝗙𝗼𝗿𝗺𝗮𝘁𝘀 I also used ink in milk as a means of physical interaction with the diffusion pipeline. As I drop ink into milk, shapes come alive instantly. By learning to manipulate the combination of physical and digital elements, I steered the generated output toward my areas of interest. These iterations extended beyond ink in milk to include the format in which these elements are contained: a circular plate or a triptych of small stainless steel trays. These formats provide a structured yet flexible framework to explore themes and narratives across multiple visual spaces. It's magical. Some of that last iteration has been captured in this insightful article by Fast Company: #stablediffusion #realtime #ai

Hugues Bruyère

86,381 次观看 • 2 年前