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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 次观看 • 20 天前 •via X (Twitter)

40 条评论

Matt 的头像
Matt20 天前

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.

Mark Kretschmann 的头像
Mark Kretschmann20 天前

Very cool!

Webster | JARVIS 的头像
Webster | JARVIS20 天前

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.

Mark Kretschmann 的头像
Mark Kretschmann20 天前

Temporal consistency can be achieved by considering previous frames.

Mark Z 的头像
Mark Z20 天前

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.

Manu_TechAndGames 的头像
Manu_TechAndGames20 天前

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.

Mark Kretschmann 的头像
Mark Kretschmann19 天前

The coding model makes it possible to prompt the scene

Manu_TechAndGames 的头像
Manu_TechAndGames20 天前

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

Mark Kretschmann 的头像
Mark Kretschmann20 天前

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

Manu_TechAndGames 的头像
Manu_TechAndGames20 天前

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 !

Charuru Charuru 的头像
Charuru Charuru20 天前

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

Manu_TechAndGames 的头像
Manu_TechAndGames20 天前

@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.

Charuru Charuru 的头像
Charuru Charuru20 天前

@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

Manu_TechAndGames 的头像
Manu_TechAndGames20 天前

@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?

Trevor Green 的头像
Trevor Green20 天前

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.

Mark Kretschmann 的头像
Mark Kretschmann19 天前

That's why it's hybrid

Trevor Green 的头像
Trevor Green19 天前

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.

Jonny Jelinek 🔥 的头像
Jonny Jelinek 🔥19 天前

Wooowiee!! 😍

Enzo 的头像
Enzo20 天前

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

Kiran Adimatyam 的头像
Kiran Adimatyam19 天前

Nice. can you elaborate the tools used?

Mark Kretschmann 的头像
Mark Kretschmann19 天前

Check the quoted post

Kiran Adimatyam 的头像
Kiran Adimatyam19 天前

Thank you for highlighting. 🙏🏼

RE:Skob 的头像
RE:Skob20 天前

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

Hussain Hashim | Building SundayBack 的头像
Hussain Hashim | Building SundayBack20 天前

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

Tomás Crucial 的头像
Tomás Crucial20 天前

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

volya 的头像
volya20 天前

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

Mark Kretschmann 的头像
Mark Kretschmann19 天前

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

Nikhil Shahane 的头像
Nikhil Shahane19 天前

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?

Mark Kretschmann 的头像
Mark Kretschmann19 天前

That's why it's hybrid

Nikhil Shahane 的头像
Nikhil Shahane19 天前

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

ikan laut 的头像
ikan laut19 天前

this is very interesting

Anthony Polyakov 的头像
Anthony Polyakov19 天前

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

Devance 的头像
Devance19 天前

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.

Sean Florez 的头像
Sean Florez20 天前

models will converge eventually

Fajar M Reza 的头像
Fajar M Reza20 天前

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

LiveFromVR 的头像
LiveFromVR20 天前

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

Chen Yiwen @eccv 2026 的头像
Chen Yiwen @eccv 202618 天前

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.

Tim Reha 的头像
Tim Reha19 天前

Right on target, its super cool

Lone Whiplash Dev - Try it now for free! 的头像
Lone Whiplash Dev - Try it now for free!19 天前

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.

Nathan Wei 的头像
Nathan Wei19 天前

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

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