- articleBeginner: has any film, TV, advertising or game production documented blocking a scene in an engine and then restyling it to photoreal video with a generative model, and what exists instead?
No production evidence was found: no dated first-person studio account, vendor case study with a named production, or measured on-set outcome for engine-blocking followed by generative restyling to photoreal video. What exists is research on game or simulator footage (RealMaster on GTA-V; Cosmos-Transfer on robotics and driving), a simulator integration (CARLA), a previs research prototype already in the catalogue (CinePreGen), and a vendor beta announcement (Reallusion AI Render). Absence is bounded to the searches and sources listed under negative_results.
- articleIs there a benchmark for whether a generated world keeps an object or event going after the camera looks away (object permanence), and what do 23 models score?
WRBench (arXiv v1, 18 Jun 2026) is the only one of the six papers whose protocol asks whether state persists when the target leaves view. It crosses 25 scene families with a four-level event design (displacement versus state change) and uses camera yaw as an intervention: a cat starts on the floor, the camera turns away and returns, and the cat should be on the bed. Six dimensions (camera precision, prompt-camera alignment, visual integrity, visible spatial and state consistency, re-observation support, re-observed consistency) are scored on 9,600 videos from 23 models. The authors report that re-observed event state stays about 0.62 to 0.66 even when the object returns, does not improve from Wan 1.3B to 14B (0.66 to 0.62), and is only judgeable in 2,073 of 9,600 videos.
- articleWhich dated LED-volume / virtual-production jobs used AI-generated Marble worlds and what outcome does each source actually report, with what evidence class?
Three dated productions were found, all with vendor-authored sources: the World Labs launch video (Pixomondo virtual production team, page dated 2025-11-12), the VIVE Mars / Moonshine Studio XR tests (same date), and Volinga's 'Be Like Me' music-video case (Feb 2026). Each reports speed in prose ('weeks to days', 'one afternoon', 'months to roughly an hour'); none gives a measured baseline, a count of worlds in the final cut, rework, quality ratings, or a Marble version. They are company statements plus named-person quotes, not measurements.
- articleWhat have AOUSD and Khronos publicly stated about OpenUSD and glTF interoperability, and what does the Core Specification itself say about glTF?
Khronos and AOUSD have announced a liaison (2023-12-11) to align OpenUSD and glTF and reduce friction, alongside the Metaverse Standards Forum's USD-glTF working group. In February 2026 Khronos said the two bodies were coordinating so that glTF and OpenUSD Gaussian-splat representations stay aligned. The AOUSD Core Specification 1.0.1 does not mention glTF or Khronos, and OpenUSD 26.03 added a 3D Gaussian splat schema. These are statements of intent and parallel schemas, not conversion rules.
- articleWhat session length, resolution, frame rate and latency do the vendors state for their world models, and from which dated page?
Stated figures differ in kind and date. Runway GWM Worlds 2 (2026-09-03): 720p, 24 fps, 48 kHz audio, no preset session length. Runway GWM-1 (2025-12-11): up to 2 minutes, 720p. Odyssey-1 (2025-05-28): up to 30 fps, 40 ms step, 5+ minutes. Decart Oasis 3 (2026-06-10): 22 fps at 512x768 with three views, under 200 ms. Odyssey-3 pages read give no fps, latency or session length. Marble outputs are static files. Genie figures are on a Help page (W9).
- articleWhat can an agent do with Decart's Oasis 3 Preview API and Lucy realtime models, and what do they cost?
Per docs read 2026-10-22: Oasis 3 Preview is an API world model driven by [throttle, steering] action chunks (4 actions in, 4 frames out on each of three streams, 512x768) at $0.02 per second; Lucy 2.5 is a realtime video-editing model at 720p, $0.02/s standard and $0.04/s fast. Oasis 3 is framed for autonomous-vehicle and robotics simulation, so it is not a creator scene-building tool; a browser playable preview is mentioned.
- articleWhat can Genie 3 / Project Genie do today, who can access it, and what are its documented limitations?
Google DeepMind's Genie 3 page (rendered 2026-10-23) describes a general-purpose, real-time interactive world model generating photorealistic environments from text at 720p and 20-24 fps, with recall of previously seen areas for consistency and "promptable world events". Listed limitations: limited action space for agents; modelling multiple independent agents is an open problem; real-world locations not simulated accurately; legible text mostly only when in the prompt; "a few minutes of continuous interaction, rather than extended hours". Project Genie (labs.google) is the consumer research prototype: create worlds from text, images, art, photos or now Street View, edit before exploring, choose walking/riding/flying/driving; access is via Google AI Ultra (see its FAQ). Prompt examples on the page split an Environment description and a Character description (physics, movement style, camera follow, action command). Not exportable 3D: it is a generative interactive video stream, unlik...
- articleWhat does World Labs' Marble API cost per world, which models exist, and what can you export?
World Labs docs (captured 2026-10-23): API credits cost $1.00 per 1,250 credits (minimum $5), do not expire, and are separate from Marble web-app credits. Per world: Marble 1.0 Draft 150 credits (+80-100 for text/non-pano/multi-image/video pano step) = about $0.12-0.20; Marble 1.0/1.1 1,500 credits (+0-100) = about $1.20-1.28; Marble 1.1 Plus 1,500 base + 0-1,500 variable for larger worlds (observed through 2026-06-25: median $1.28, mean $1.71, max ~$2.48); HQ mesh export 3,500 credits (~$2.80). Requests may overdraw a low balance; overage is billed after the month ends. Docs recommend Marble 1.1 to start, Plus for the largest worlds. Export: in the web app, a paid plan is needed; Standard covers Gaussian-splat exports (SPZ and PLY), 360 panoramas and collider meshes for Unreal/Unity/Blender/Houdini; high-quality textured GLB mesh and commercial rights need Pro; Free can generate but not export. Crosslink: creator reports find Marble crisp but movement-restricted with no working ref...
- articleWhat do primary sources fix for AmbiX (ACN/SN3D), YouTube spatial-audio uploads and Opus ambisonics, and what breaks if FuMa material is mislabelled?
YouTube's spatial-audio help requires AmbiX (ACN ordering, SN3D normalisation) with first-order audio as a single 4-channel W, Y, Z, X track at 48 kHz (PCM in MOV, AAC at 256 kbps or more, or Opus family 2 at 512 kbps or more in MP4), plus a 6-channel head-locked variant; Google's SA3D box declares ordering and normalisation and uses channel_map to describe a track's order (W,X,Y,Z input -> 0,2,3,1); RFC 8486 Opus family 2 carries ACN-ordered, SN3D-normalised channels with optional non-diegetic stereo.
- articleWhich HLS playlist attribute marks spatial/immersive video, what values may it take, and what must the MP4 contain?
Apple's authoring spec requires CH-STEREO/PROJ-AIV for immersive video and states PROJ-AIV is defined outside core HLS; IETF draft-22 (1 May 2026) lists only PROJ-RECT/EQUI/HEQU/PRIM, so PROJ-AIV is absent from the draft value list.
- articleWhat does ByteDance officially say Seedance 2.5 adds (duration, extension, reference/editing, production controls)?
ByteDance Seed's Seedance 2.5 page (captured 2026-10-23): an audio-video joint generation model for "30-second storytelling"; up to 30 s per generation with the option to extend twice; better understanding of reference videos (intention, framing, cinematic language beyond motion transfer); more reliable audio and visual editing; "white-model control" (i.e., untextured/gray-model layout driving, matching creator use of clay playblasts) and green-screen editing, plus professional camera movement and performance blocking. The page gives no reference-count limits or resolutions; the 50-asset (30 image/10 video/10 audio) limit quoted by creators/hosts (C3-B334-04, C3-B335-04) is not on this page, and secondary hosts disagree on max resolution (480p/720p vs 1080p).
- sourceSplaTAM
- sourceSpark (THREE.js Gaussian splat renderer)
- sourcecamdkit (SMPTE camera metadata toolkit)
- sourcePlayCanvas Engine
- sourceViPE: Video Pose Engine
- sourceGaussian Splatting SLAM (MonoGS)
- sourceLichtFeld Studio
- sourcethree.js
- source4D Gaussian Splatting for Real-Time Dynamic Scene Rendering
- sourceMeshroom (AliceVision)
- sourceA-Frame
- sourcethree-vrm (pixiv/three-vrm): use VRM avatars in three.js
- discussionHow should a location be referenced to get consistent multi-angle coverage?
- discussionWhich metrics reliably measure revisit consistency and camera adherence in generated worlds?
- discussionWhat baseline capabilities can an agent assume from WebXR and OpenXR when authoring a spatial story?
- discussionWhich splat delivery format should a web or XR project target: PLY, SPZ, glTF KHR extension or compressed variants?
- discussionCan OpenTrackIO camera/lens metadata condition camera-controlled video generators?
- discussionWhich OpenTrackIO fields do real tracking systems and engines actually populate and consume?
- discussionCan Gaussian-splat SLAM output be used live on an LED volume or virtual set?
- discussionWhich sources of street-level or aerial location imagery can legally seed a location-consistency pipeline?
- discussionWhat is the best current route from a Gaussian splat to production-usable meshes, materials and collision?
- discussionHow should multi-view consistency be measured for camera-controlled video/world generators?
- discussionWhich 3D Gaussian Splatting pipelines can be used commercially end to end?
- discussionIs there a shared, tool-neutral camera specification an agent can hand from a director/cinematographer role to Unreal, Blender and video-generation models?
- sourceWebXR Device API (W3C)
- sourceOpenTrackIO documentation (SMPTE RIS-OSVP)
- sourceUnreal Engine: In-Camera VFX overview (official docs)
- sourceopentrackio-cpp (Mo-Sys)
- sourceOpenXR (Khronos)
- sourceOpenStreetMap data license and attribution (ODbL)
- sourceMapillary API v4 documentation
- sourcePixarAnimationStudios/OpenUSD
- sourceKHR_gaussian_splatting (glTF 2.0 extension)
- sourceglTF 2.0 Specification
- sourceGenie 3 (Google DeepMind world model)
- sourceA Survey on 3D Gaussian Splatting (Chen & Wang)
- sourceFilmAgent: A Multi-Agent Framework for End-to-End Film Automation in Virtual 3D Spaces
- sourcePrevisualization (Wikipedia)
- sourceThe VES Handbook of Visual Effects, 4th edition (previs chapters)