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I think you've misunderstood the objection. Lets pick something concrete. It's a medieval script, it opens with two knights fighting. OK so later in the script
by dbspin 2y ago
I think you've misunderstood the objection.
Lets pick something concrete. It's a medieval script, it opens with two knights fighting. OK so later in the script we learn their characters, historic counterparts etc. So your LLM can match nefarious villain to some kind of embedding, and doubtless has trained on countless images of a knight.
But the result is not naively going to understand the level of reality the script is going for - how closely to stick to historic parallels, how much to go fantastical with the depiction. The way we light and shoot the fight and how it coheres with the themes of the scene, the way we're supposed to understand the characters in the context of the scene and the overall story, the references the scene may be making to the genre or even specific other films etc.
This is just barely scraping the surface of the beginnings of thinking about mise en scene, blocking, framing etc. You can't skip these parts - and they're just as much of a challenge as temporal coherence, or performance generation or any of the other hard 'technical issues' that these models have shown no capacity to solve. They're decisions that have to be made to make a film coherent at all - not yet good or tasteful or creative or whatever.
Put another way - you'd need AGI to comprehend a script at the level of depth required to do the job of any HOD on any film. Such a thing is doubtless possible, but it's not going to be shortcut naively the way generation an image is - because it requires understanding in context, precisely what LLMs lack.
- robotresearcher 2y ago> but the result is not naively going to understand the level of reality the script is going for… We can already get detailed style guidance into picture generation. Declaring you want Picasso cubist, Warner brothers cartoon, or hyper realistic works today. So does lighting instructions, color palettes, on and on. These future models will not be large language models, they will be multi-modal. Large movie models if you like. They will have tons of context about how scenes within movies cohere, just as LLMs do within documents today.
- krainboltgreene 2y agoThis is such an incredibly confident comment. I'm in awe.
- troupo 2y agoSo, we went from "just hand off movie script to automated director/DP/editor" we're now rapidly approaching: - you have to provide correct detailed instructions on lighting - you have to provide correct detailed instructions on props - you have to provide correct detailed instructions on clothing - you have to provide correct detailed instructions on camera position and movement - you have to provide correct detailed instructions on blocking - you have to provide correct detailed instructions on editing - you have to provide correct detailed instructions on music - you have to provide correct detailed instructions on sound effects - you have to provide correct detailed instructions on... - ... - repeat that for literally every single scene in the movie (up to 200 in extreme cases) There's a reason I provided a few links for you to look at. I highly recommend the talk by Annie Atkins. Watch it, then open any movie script, and try to find any of the things she is talking about there (you can find actual movie scripts here: https://imsdb.com https://imsdb.com)
- skydhash 2y agoThat’s the same thing with digital art, even with the most effortless one (matte painting), there’s a plethora of decisions to make and techniques to use to have a coherent result. There’s a reason people go to school or trained themselves for years to get the needed expertise. If it was just data, someone would have written a guide that others would mindlessly follow.
- throwup238 2y agoThere's two reasons to be hopeful about it though: AI/LLMs are very good at filling in all those little details so humans can cherry pick the parts that they like. I think that's where the real value is in for the masses - once these models can generate coherent scenes, people can start using them to explore the creative space and figure out what they like. Sort of like SegmentAnything and masking in inpainting but for the rest of the scene assembly. The other reason is that the models can probably be architected to figure out environmental/character/light/etc embeddings and use those to build up other coherent scenes, like we use language embeddings for semantic similarity. That's how I've been using the image generators - lots of experimentation and throwing out the stuff that doesn't work. Then once I've got enough good generated images collected out of the tons of garbage, I fine tune a model and create a workflow that more consistently gives me those styles. Now the models and UX to do this at a cinematic quality are probably 5-10 years away for video (and the studios are probably the only ones with the data to do it), but I'm relatively bullish on AI in cinema. I don't think AI will be doing everything end to end, but it might be a shortcut for people who can write a script and figure out the UX to execute the rest of the creative process by trial and error.