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Seeing the amazing new SMERF technology immediately made me imagine a time when we can walk around in environments like this, styled to be anything we can imagine. All happening in realtime, shaped with voice prompts or virtual paint or sculpt marks. Here's a test of using some of...

36,302 次观看 • 2 年前 •via X (Twitter)

11 条评论

Martin Nebelong 的头像
Martin Nebelong2 年前

The paper and the real-time demos can be found here: It's incredible, really! Man.. wish I could capture my Dreams scenes like this. The AI transformed views of the demo spaces were upscaled and enhanced with Magnific ai. Here's a few examples.

Martin Nebelong 的头像
Martin Nebelong2 年前

In the video, I use scree capture to feed my browser window into @krea_ai for that realtime AI transformation based on a text prompt.

John Nack 的头像
John Nack2 年前

“@BilawalSidhu Mode, engage!” 🤩

Daniel Duckworth 的头像
Daniel Duckworth2 年前

This is absolutely wild! The future is now.

kfant 的头像
kfant2 年前

wen splat 2 splat?

Stone Vs The Metaverse 的头像
Stone Vs The Metaverse2 年前

I would have assumed that SMERF technology would only make everything small, blue and annoying.

Martin Nebelong 的头像
Martin Nebelong2 年前

Yeah that is a bit of a disappointment actually 😬

👾James (Game Dev) Anderson👾 的头像
👾James (Game Dev) Anderson👾2 年前

"It's like seeing the world through a new camera lens of imagination." I like that.

Brioche.ai 的头像
Brioche.ai2 年前

Absolutely! The potential of SMERF technology is mind-blowing. The possibilities are truly endless!

Sylwester Mielniczuk 🔮💎 的头像
Sylwester Mielniczuk 🔮💎2 年前

I've never been into AI; it makes me sick after a day or two. I usually use a web UI pipeline (canvas drawing apps/webcam) to image2image (SD) on my M2, but the massive output feels disconnected, almost mocking. I am not a creator, I am AI operator, actor. It makes me really sad.

Martin Nebelong 的头像
Martin Nebelong2 年前

Ah sorry to hear you feel that way.. I think it's all about finding a way for us to use these tools without feeling like our creative soul is lost in the process. Haven't found the perfect workflow yet but I'll keep looking! Could you imagine a way to use these tools without feeling like you do now?

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For generative AI to become an interesting art tool, we need much more control over the output. The slot-machine-like nature of pure text-to-image leaves too much to chance. Using the "Real-time Latent Consistency Model" that I'm using in the example here, is the first time I truly got a glimpse of a future where we'll be able to use our artistic skills and sensibility, to get control over AI image gen. Systems like these will never be able to match the quality or originality of a skilled artist, it won't surprise us in the same way an artist can. Things are a mess in terms of the training data these models are based on, and the questions about copyright concerns and about a time when everything will look the same are very valid. At some point capabilities like these will be embedded in photoshop, and anyone will be able to generate a pretty picture. But to create interesting designs, to tell original stories and to surprise us, we need creatives and artists with something on their mind. We'll be able to create immersive worlds, by making brush-strokes and sculpt marks, without needing to worry about all the dials, plugins, wires of our 3d and 2d tools today. I love to sculpt, I love to draw, and I love to explore new mediums and new ways to create. The Gen AI tools we have today are far from perfect, and things need to be steered in a better direction. For that we need artists to help point the way. Gen AI isn't going away.. it's too powerful and has the potential to allow us to tell stories like never before. Like all other big technological shifts, tech like this will come at a cost, but it will also open up new opportunities and empower a new generation of storytellers. I might be naive, but I believe that human ingenuity and creativity will persevere in this new world ♥️ #art #ai

Martin Nebelong

1,660,017 次观看 • 2 年前

Excited to show some surprising inventions on generative multiplayer games we made at Google with Stanford. We call the work MultiGen. I've always been inspired by early studios like id Software with Doom or Blizzard with Warcraft bringing networked video games to the next level. We are at the point in history where we can make strides like them, but for generative games. It's a strange feeling to be in the age of generative video games while still discovering how exactly to train the models and design the tools that make them useful. All of the tools that have been invented for classic game engines need to be redesigned for generative games. For example level and world design is not entirely possible with existing technology. We introduce editable memory to diffusion game engines that allow for design of new levels via a minimap. But we can easily imagine how this can be expanded with different creation tools. The end goal of this research direction is to allow game designers to be able to guide the generation process of their world, at the granularity that they prefer. Editable memory also allows us to add multiplayer to Generative Doom. We were amazed when we saw GameNGen some years ago, and now you can play it live with friends in real-time, on your couch or even online. Shared representations like our editable memory seem like the future for this type of experience. Models are, in some cases, expensive and approximate encoders but great interpolators and extrapolators. Leveraging their strengths lets you have completely new experiences that can be realized now and not in the distant future. This work was started at my previous team and continued in collaboration with Stanford. Congratulations to all for the discoveries.

Nataniel Ruiz

104,570 次观看 • 4 个月前