Justin Johnson
speaker
345 appearances
1 recordings
1 series
first heard Nov 2025
last heard 25 Nov
Justin Johnson’s voice in public audio — every appearance, attributed to the second.
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recordings per month · last 12 monthsRecordings per month over the last 12 months — 1 in all, peaking in Nov 2025 with 1.
Appearances
And I think we we managed to pull off the balance pretty well.
One is actually build a model that goes towards the grand vision of spatial intelligence.
And models need to be able to understand lots of different kinds of inputs, need to be able to model worlds in a lot of situations, need to be able to model counterfactuals of how they could change over time.
So we wanted to start to build models that have these capabilities.
Abilities and Marble, Marble today does already have hints of all of these.
But at the same time, we we're we're a company, we're a business.
We were really trying not to have this be a science project, but also build a product that would be useful to people in the real world today.
So while Marble is simultaneously a world model that is building towards this vision of spatial intelligence, it was also very intentionally designed to be a thing that people could find useful today.
And we're seeing starting to see emerging use cases um for in gaming, in VFX, um in in film, where I think there's a lot of really interesting stuff that Marble can do today as a product, and then also set a foundation for the grand world models that we want to build going into the future.
Yeah, I I think there's like what exists today and what could exist in the future.
Um so what exists today is the model natively outputs splats.
Um so Gaussian splats are these like, you know, each one is a tiny, tiny particle that's semi-transparent, has a position orientation in in 3D space.
Um and the scene is built up from a large number of these Gaussian splats.
Um and Gaussian splats are really cool because you can render them in re in real time really efficiently.
So you can render on your iPhone, render, render everything.
Um and that's that's how we get that sort of
Precise camera control because the splats can be rendered real time on just on pretty much any client-side device that we want.
So for a lot of the scenes that we're generating today, uh that kind of atomic unit is that individual splat.
But I don't think that's fundamental.
I I could imagine other approaches in the future that would be interesting.
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