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Creative industries are on the cusp of a massive upset. Relatively soon, there will be commercial models of this quality for music/code/text/speech/images/3d m
by TOMDM 5y ago
Creative industries are on the cusp of a massive upset.
Relatively soon, there will be commercial models of this quality for music/code/text/speech/images/3d models etc.
Once these AI generated assets flow like water into the hands of creators, it will significantly change the way people work.
I'm sure some people in this thread have had a taste of this working with Copilot. For me, it's most useful as an un-sticking tool, to get me moving again, or providing half remembered syntax for a language I don't use as frequently.
There's no reason to expect that similar use cases won't make their way into other industries.
- Rapid prototypes of models/textures for video games.
- Quick and easy samples for musicians.
- Emotive speech for audio books and transcriptions.
It won't replace everything, but so much of our media uses art as noise, to fill a gap, and with this, it can be done almost everywhere on the cheap.
- dorkwood 5y agoI think texture generation is ripe for disruption. Imagine a tool that could generate a set of tiling PBR textures based on a few input parameters. Or one where you define which areas of a UV map should be windows, doors, or walls, and it generates a set of texture variations. What used to take days or weeks could take seconds.
- TOMDM 5y agoExactly. I can't imagine how much media would begin to use 3d assets if it became an order of magnitude cheaper to do so. Not to mention, imagine the pipeline of 1. "GPT-3, give me 10,000 descriptions of different doors" 2. "Dall-E 2, give me PBR textures for these 10,000 door descriptions" 3. Repeat 1 and 2 for every asset you need 4. "Dall-E 2, give me 10,000 floorplans for apartments, common areas, shopping centers etc." 5. "GPT-3, describe the contents of this apartment/common area/shopping center etc." 6. Use an algorithm to parse out the floorplans (ditch the ones that don't work, we can just generate more), populate it with assets specified in step 5 and generated in steps 1 and 2. We could proceduraly generate entire cities for games with unique assets everywhere. It would still probably look nicer with a human in the loop, but the possibilities are staggering.
- ntSean 5y agoStudios already reuse a lot of assets to cut production costs. No use remaking the same rock so it can be sentimentally "unique". "Dall-E 2, show me Keanu Reeves emoting towards a celestial pigeon" is far fetched enough that an AI will fall over by itself. The technology is very exciting, but I see this akin to a bicycle - not an unmanned vehicle
- mbesto 5y ago> Creative industries are on the cusp of a massive upset. This has already happened in video games with the advent of Unity's Asset Store: https://assetstore.unity.com/ https://assetstore.unity.com/ and the explosion of video streaming services and original content. The reason we have ~50 "Breaking Bad" level quality tv-shows on-going right now is because its incredibly cheap to manufacture content and digital assets (cheaper lens, equipment, software, access to massive compute for rendering). If anything this means an explosion of entertainment, not an upset.
- chrisco255 5y agoWe only have so much attention available for consumption. Already there's too much content to keep up with (and a lot of common context has broken down as a result), but what does it mean to live in a world with truly infinite content?
- esjeon 5y agoWhy do we stop at texture, where we can generate the whole set of models? Seriously, tho, we need these for VR, which is all about copying everything in the real world into virtual worlds with some twists.
- rhelsing 5y agoIf you're interested, I'm actively working on the music & samples side of things at https://www.neptunely.com https://www.neptunely.com . We are still in beta but hoping to launch this summer!