Hacker News new | ask | show | jobs
by corysama 294 days ago
Having spent 20 years making game engines and the past 4 years playing with AI image gen, I believe you are right.

There have been musings for a while now that 3D rendering is going to switch from “lay down the scene’s albedo & specular parameters then do the lighting pass” to “lay down the scene’s latent parameters and then do the diffusion pass”.

Recently, the advances in “real time AI world models” have been coming ridiculously fast.

Put these together and it’s no stretch at all imagining a game built by having artists go nuts doing whatever they want with whatever Maya can handle as long as they also make proxy geometry of trivial complexity that can be conceptually associated with the final renders. Train the AI on the association. Render the proxy geometry the old fashioned way. AI that up in real time to the associated Maya-final-render approximation.

It’s not going to happen this week. But, in 5 years? Somebody’s gonna pull it off.

1 comments

>It’s not going to happen this week. But, in 5 years? Somebody’s gonna pull it off.

in a tech demo, sure. In a real product? I doubt it. We have neat tech demos from 20 years ago that amounted to not much, because implementing it in a real business product was unviable, unweildy, or didn't meet standards.

There's a lot to get away with with demos. Not so much in a product you want to sell. Much less so for a deluxe product with a bunch of competition like games.