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ollin | 9 months ago

I think the most likely explanation is that they trained a diffusion WM (like DIAMOND) on video rollouts recorded from within a 3D scene representation (like NeRF/GS), with some collision detection enabled.

This would explain:

1. How collisions / teleportation work and why they're so rigid (the WM is mimicking hand-implemented scene-bounds logic)

2. Why the scenes are static and, in the case of should-be-dynamic elements like water/people/candles, blurred (the WM is mimicking artifacts from the 3D representation)

3. Why they are confident that "There's no map or explicit 3D representation in the outputs. This is a diffusion model, and video in/out" https://x.com/olivercameron/status/1927852361579647398 (the final product is indeed a diffusion WM trained on videos, they just have a complicated pipeline for getting those training videos)

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