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
So there, like there are other approaches that even we've worked on at World Labs, um, like our recent RTFM model that does generate frames one at a time.
Um, and they are the atomic units.
it is generating frames one at a time as the user interacts with the system.
Um, or you could imagine other architectures in the future where the atomic unit is a token where that token now represents, you know, some chunk of the 3D world.
Um and I think there's a lot of different architectures that we can experiment with here over time.
Yeah, I I think there's a couple of modifications that make sense.
And there there's actually a lot of interesting ways to integrate things here, which is another nice w place of working in this space.
Then there's actually been a lot of research work on this.
Like when you talk about wacky ideas, like there's actually been a lot of really interesting academic work on different ways to imbue physics.
You could also do wacky
Right, but but it's then it's like Gaussian splits are themselves little particles.
There's been a lot of um approaches where you basically attach physical properties to those splats and say that each one has a mass, or like maybe you treat each one as being coupled with some kind of um virtual spring to nearby neighbors, and now you can start to do sort of physics simulation on top of splats.
So one kind of avenue for adding uh adding physics or dynamics or interaction to these things would be to, you know, predict physical properties associated with.
With each of your splat particles and then simulate those downstream, either using classical physics or something learned.
Or, you know, the kind of the beauty of working in 3D is things compose and you can inject logic in different places.
So one way is sort of like we're generating a 3D scene, we're gonna predict 3D properties of everything in the scene, then we use a classical physics engine to simulate the interaction.
Or you could do something where, like, as a result of a user action, the model is now going to regenerate.
generate the entire scene um in in splats or some other representation.
And that could potentially be a lot more general because then you're not bound to whatever sort of um, you know, physical properties you know how to model already.
But that's also a lot more computationally demanding because then you need to regenerate the whole scene in response to user actions.
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