jcjohns
Joined 12 years ago
Joined 12 years ago
Another big differentiator is multimodality. Genie 3 only outputs pixels. Atlas also outputs pixels, but it can also output explicit 3D for the cases where you need it (such as plugging into game engines, simulators, or VFX workflows)
You can also manually position the input images in 3D space to create scenes generatively; we show examples of this in the "generating with spatial context" section
If you only want to reconstruct the content in the input images without any imagination, Atlas can do sparse 3D reconstruction where it predicts a depth map for each input pixel, without predicting anything occluded or not visible in the input views. This could be used to implement your "fog of war" view.
But sometimes you want the model to stitch together views and imagine a coherent completion; this is a powerful tool for building and authoring generative worlds. For example the 1 minute video we show in the post was built by positioning seven unrelated input images in space and prompting the model to interpolate between them along a hand-specified camera path.
- Renderers output pixels or views of a world, either the real world or a generated world
- Simulators predict how the world responds to actions
- Planners predict actions for an agent to make to affect some change in the world
Under this taxonomy, Atlas is somewhere between renderer and simulator. It predicts high-quality views of a consistent 3D world (renderer) but it can also predict explicit 3D to aid in simulation. Atlas doesn't currently predict actions to directly drive a robot, so it isn't natively a planner; but its simulation abilities can help train another model to be planner.
Source: https://www.worldlabs.ai/blog/taxonomy-of-world-models
But this is certainly one area we plan to improve going forward.
(I'm part of World Labs)
For example, here's a Korbut flip: it's a back flip from the feet to catch the bar: https://youtu.be/NZYPcdj_wn4?t=15
Compare this with a Mo Salto, one of the hardest (legal!) release moves in the women's code of points: https://youtu.be/eIwTquLwGpA?t=26
On the men's side, the Korbut flip is a pretty similar motion to a Kovacs (https://www.youtube.com/shorts/6yRJaivL1TE) which is a staple of high-level men's gymnastics; in fact the basic Kovacs is "so easy" that you rarely see the vanilla version performed by top athletes! It's more common to do them with a full twist (Coleman/Cassina, e.g. https://youtu.be/8IeBXhijY0M?t=40) or in combination with other release moves (e.g. Zonderland at the 2012 Olympics https://youtu.be/I0TM2sOnvyI?t=1160). Hidetaka Miyachi is one of the few people to ever have competed a double-twisting Kovacs (both tucked and straight! https://youtu.be/RgW36EKyKyg?t=23), and there are a few videos online of people practicing a "double Kovacs" with an extra flip (e.g. https://www.youtube.com/shorts/zI8VEll7wKI) but nobody has ever done one in competition.
While it's perceived danger might have been a factor in the initial ban of the Korbut flip, in light of these modern release moves it's hard to see how that is still a good reason. Instead, I think the reason it remains banned is more aesthetic; bars are supposed to be a swinging event, and we don't want to allow skills that have athletes standing on the bar instead of swinging around it.
On the other hand, banning the Thomas salto (https://www.youtube.com/watch?v=vkQRWCsKyj0) and other similar roll-out moves on floor is very clearly motivated by safety -- these are indeed very dangerous, and athletes have been seriously injured by them (most famously Elena Mukhina who became a quadriplegic as a result of this skill).
An ideal workflow would be something semi-interactive that you can use to quickly iterate on an idea, followed by a longer offline bake-out to generate final production-quality assets.