|
|
|
|
|
by jmchambers
613 days ago
|
|
I _think_ I understand the basic premise behind stable diffusion, i.e., reverse the denoising process to generate realistic images but, as far as I know, this is always done at the pixel level. Is there any research attempting to do this at the 3D asset level, i.e., subbing in game engine assets (with position and orientation) until a plausible scene is recreated? If it were possible to do it that way, couldn't it "dream" up real maps, with real physics, and so avoid the somewhat noisy output these types of demo generate? |
|
So far it's only been used to train a scene from photographs from multiple angles and rebuild it volumetrically by adjusting densities in a point-cloud.
But it might be possible to train a model on multiple different scenes, and perform diffusion on a random point cloud to generate new scenes.
Rendering a point cloud in real time is also very efficient, so it could be used to create insanely realistic game worlds instead of polygonal geometry.
It seems someone already thought of that: https://ar5iv.labs.arxiv.org/html/2311.11221