Hacker News new | ask | show | jobs
by jmchambers 619 days ago
Interesting, I guess that takes things even further and removes the need for hand-crafted 3D assets altogether, which is probably how things will end up going in gaming, long-term.

I was suggesting a more modest approach, I guess, one where the reverse-denoising process involves picking and placing existing 3D assets, e.g., those in GTA 5, so that the process is actually building a plausible map, using those 3D assets, but on the fly...

Turn your car right and a plausible street decorated with buildings, trees and people is dreamt up by the algorithm. All the lighting and physics would still be done in-engine, with stable diffusion acting as a dynamic map creator, with an inherent knowledge of how to decorate a street with a plausible mix of assets.

I suppose it could form the basis of a procedurally generated game world where, given the same random seed, it could generate whole cities or landscapes that would be the same on each player's machine. Just an idea...

1 comments

The thing is that, there are generators that can do exactly this, no need to have an LLM as the middle man. Things like terrain generation, city generation, crowd control, character generation, can be done quite easily with far less compute and energy.
Someone has to write those by hand, and they don't generalize.

Diffusion based generators will do everything soon. And in every style imaginable.

We'll probably solve the energy issue in time.