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This - in my eyes - is the future of rendering: A coding model (LLM) creates a rough outline of the game with simple geometry but without shading. Then a video AI model generates the final beautiful image. Meet "Code World Model":

18,478 просмотров • 20 дней назад •via X (Twitter)

Комментарии: 40

Фото профиля Matt
Matt20 дней назад

I agree. I Experimented with this a bit. In a few years the AI accelerator hardware will support this with better quality than deterministic rendering.

Фото профиля Mark Kretschmann
Mark Kretschmann20 дней назад

Very cool!

Фото профиля Webster | JARVIS
Webster | JARVIS20 дней назад

Interesting, but how do you handle latency and consistency between frames when a video model owns the final pixel pass? Seems like a hard constraint for interactive rendering.

Фото профиля Mark Kretschmann
Mark Kretschmann20 дней назад

Temporal consistency can be achieved by considering previous frames.

Фото профиля Mark Z
Mark Z20 дней назад

That is nice and if you have a site you built for that: - FREE to list and if you want to or see a competitor listed, advertise on their listing page.

Фото профиля Manu_TechAndGames
Manu_TechAndGames20 дней назад

I don't see the point of the coding model here. You can take a game engine, make it generate the proxy part, with full designer control, and then render it with the model. Am I missing something obvious? Also, I'm not sure how different it is from Lucy model from decart.

Фото профиля Mark Kretschmann
Mark Kretschmann19 дней назад

The coding model makes it possible to prompt the scene

Фото профиля Manu_TechAndGames
Manu_TechAndGames20 дней назад

Also , coherency is still an unsolved issue, as far as I know.

Фото профиля Mark Kretschmann
Mark Kretschmann20 дней назад

Well, that's exactly what this technique aims to solve.

Фото профиля Manu_TechAndGames
Manu_TechAndGames20 дней назад

It solves that were a character should be, it will always be. But the appearance of the character is still subject to changes. You can spot it in the videos, the background scenery is not consistent. Don't get me wrong, it's interesting. But there is still a lot of work !

Фото профиля Charuru Charuru
Charuru Charuru20 дней назад

@mark_k I think you just need a backwards pass where you put a diffusion generated results back into the code to store it

Фото профиля Manu_TechAndGames
Manu_TechAndGames20 дней назад

@mark_k Maybe I understood wrong, but you can't store all the frames of your game. The point is that if a player is going to a location he already visited before, but everything has changed, it's just a bad experience. A model like genie3 only have 1 minute buffer.

Фото профиля Charuru Charuru
Charuru Charuru20 дней назад

@mark_k You modify your original geometry with vastly more detail based on the generation. This means you don't need to store per frame data, everything is already in the 3D model. That's the point

Фото профиля Manu_TechAndGames
Manu_TechAndGames20 дней назад

@mark_k Interesting idea. It means you need a runtime video to 3d model. In this case, isn't it better to use a world model that generates geometry in the first place, like marble?

Фото профиля Trevor Green
Trevor Green20 дней назад

Possibly. But the physics and object persistence. Ideally there is a data layer of context behind anything that is generative that is authoritative. Where the rules live. You could potentially make the output just do that magically but somewhere you have to know that a persistent thing exists and you want it to keep existing.

Фото профиля Mark Kretschmann
Mark Kretschmann19 дней назад

That's why it's hybrid

Фото профиля Trevor Green
Trevor Green19 дней назад

I’m making something that might kind of be like that. Eventually. But I think it might be more baked than inferenced. Like you generate stuff and it becomes the context base and the inferencing is the last layer. Like a reshade. But you populate enough base that if you don’t have the reshade it still works bare bones. And the AI layer is really the still the lighting and particle effects. So the thing that nvidia is doing with the faces now. When it does that. A bunch of the face bakes in. Just a thought. It’s all an optimization problem in the end. So we shall see how that happens. Balancing these things to the performance of common denominator hardware. I think the adaptive authoring will come before the full inferencing. But who knows. Maybe m not sure the required size of the models to be generalize reshaders. Fun to think about.

Фото профиля Jonny Jelinek 🔥
Jonny Jelinek 🔥20 дней назад

Wooowiee!! 😍

Фото профиля Enzo
Enzo20 дней назад

nice idea probably correct visuals deterministically derived from code doesn't capture the 'art' while Image Generation does

Фото профиля Kiran Adimatyam
Kiran Adimatyam19 дней назад

Nice. can you elaborate the tools used?

Фото профиля Mark Kretschmann
Mark Kretschmann19 дней назад

Check the quoted post

Фото профиля Kiran Adimatyam
Kiran Adimatyam19 дней назад

Thank you for highlighting. 🙏🏼

Фото профиля RE:Skob
RE:Skob20 дней назад

The progress is crazy. Less than a year ago when the genie model came out there was no world consistency. When you turned around the scene would completely change and that looks almost solved now

Фото профиля Hussain Hashim | Building SundayBack
Hussain Hashim | Building SundayBack20 дней назад

@mark_k this is wild! could change how we think about game design. real-time adjustments might get easier.

Фото профиля Tomás Crucial
Tomás Crucial20 дней назад

La visión de la que te llevo hablando 2 años @regniblod

Фото профиля volya
volya20 дней назад

how would real-time interactions and input fit into this pipeline?

Фото профиля Mark Kretschmann
Mark Kretschmann19 дней назад

You can see the interaction in the video. It's input for the coding model.

Фото профиля Nikhil Shahane
Nikhil Shahane19 дней назад

This is super interesting. so how does the whole pipeline work? If a video model creates it - how do we bring it back into the engine to make it interactable? Or is that not required at all?

Фото профиля Mark Kretschmann
Mark Kretschmann19 дней назад

That's why it's hybrid

Фото профиля Nikhil Shahane
Nikhil Shahane19 дней назад

I haven't really had a chance to understand how these workflows actually pan out. This is really cool - will look it up. Thanks!

Фото профиля ikan laut
ikan laut20 дней назад

this is very interesting

Фото профиля Anthony Polyakov
Anthony Polyakov19 дней назад

The first stage could be a JEPA model, this should be way more efficient

Фото профиля Devance
Devance19 дней назад

The interesting part is how fast the baseline for “impressive” is moving. What looked like a portfolio piece six months ago now feels like a prompt experiment.

Фото профиля Sean Florez
Sean Florez20 дней назад

models will converge eventually

Фото профиля Fajar M Reza
Fajar M Reza20 дней назад

Code World Models separate structural generation from visual rendering, enabling cheaper iteration.

Фото профиля LiveFromVR
LiveFromVR20 дней назад

This workflow is really good but so is just recording yourself or even legos doing stuff and then converting that to the final

Фото профиля Chen Yiwen @eccv 2026
Chen Yiwen @eccv 202618 дней назад

Thanks, Mark! I actually believe that even simple geometry may no longer be necessary in the future. Instead, the video model could be conditioned on bounding boxes paired with text prompts, all automatically generated and refined by the coding agent.

Фото профиля Tim Reha
Tim Reha19 дней назад

Right on target, its super cool

Фото профиля Lone Whiplash Dev - Try it now for free!
Lone Whiplash Dev - Try it now for free!19 дней назад

of course this is where its going. Going one step further - you could just use AI to generate all the objects/assets on the wireframe map as 3d models. This would ensure a consistent look for everyone if necessary. Like - dream a little bigger.

Фото профиля Nathan Wei
Nathan Wei19 дней назад

This is super cool. I've been working on something similar. Would love to chat if you have the time!

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