Meshtron provides a simple and scalable, data-driven solution for generating intricate, artist-like meshes of up to 64K faces at 1024-level coordinate resolution. This is over an order of magnitude higher face count and 8x higher coordinate resolution compared to existing methods.
A model that can generate the next frame of a 3D scene based on the previous frame(s) and user input, trained on video data, and running in real-time.
World models enable AI systems to simulate and reason about their environments, pushing forward autonomous decision-making and real-world problem-solving.
The key insight is that by training on video data, these models learn not just how to generate images, but also:
the physics of our world (objects fall down, water flows, etc)
how objects look from different angles (that chair should look the same as you walk around it)
how things move and interact (a ball bouncing off a wall, a character walking on sand)
basic spatial understanding (you can’t walk through walls)
Some companies, like World Labs, are taking a hybrid approach: using World Models to generate static 3D representations that can then be rendered using traditional 3D engines (in this case, Gaussian Splatting). This gives you the best of both worlds: the creative power of AI generation with the multiview consistency and performance of traditional rendering.
2- Self-Hosting
If you have GPU infrastructure (on-premises or cloud), you can run Llama 3 internally at your desired scale.
→ Deploy Llama 3 on Amazon SageMaker: https://www.philschmid.de/sagemaker-llama3
3- Desktop (Offline)
Tools like Ollama allow you to run the small model offline on consumer hardware like current MacBooks.
→ Tutorial for Mac: https://ollama.com/blog/llama3
Shutter is the device that controls the amount of light through a lens. Basically in general it controls the amount of time a film is exposed.
Shutter speed is how long this device is open for, which also defines motion blur… the longer it stays open the blurrier the image captured.
The number refers to the amount of light actually allowed through.
As a reference, shooting at 24fps, at 180 shutter angle or 1/48th of shutter speed (0.0208 exposure time) will produce motion blur which is similar to what we perceive at naked eye
Talked of as in (shutter) angles, for historical reasons, as the original exposure mechanism was controlled through a pie shaped mirror in front of the lens.
A shutter of 180 degrees is blocking/allowing light for half circle. (half blocked, half open). 270 degrees is one quarter pie shaped, which would allow for a higher exposure time (3 quarter pie open, vs one quarter closed) 90 degrees is three quarter pie shaped, which would allow for a lower exposure (one quarter open, three quarters closed)
For example here is a chart from shutter angle to shutter speed at 24 fps: 270 = 1/32
180 = 1/48
172.8 = 1/50
144 = 1/60
90 = 1/96
72 = 1/120
45 = 1/198
22.5 = 1/348
11 = 1/696
8.6 = 1/1000
The above is basically the relation between the way a video camera calculates shutter (fractions of a second) and the way a film camera calculates shutter (in degrees).
Smaller shutter angles show strobing artifacts. As the camera only ever sees at least half of the time (for a typical 180 degree shutter). Due to being obscured by the shutter during that period, it doesn’t capture the scene continuously.
This means that fast moving objects, and especially objects moving across the frame, will exhibit jerky movement. This is called strobing. The defect is also very noticeable during pans. Smaller shutter angles (shorter exposure) exhibit more pronounced strobing effects.
Larger shutter angles show more motion blur. As the longer exposure captures more motion.
Note that in 3D you want to first sum the total of the shutter open and shutter close values, than compare that to the shutter angle aperture, ie:
shutter open -0.0625
shutter close 0.0625
Total shutter = 0.0625+0.0625 = 0.125
Shutter angle = 360*0.125 = 45
shutter open -0.125
shutter close 0.125
Total shutter = 0.125+0.125 = 0.25
Shutter angle = 360*0.25 = 90
shutter open -0.25
shutter close 0.25
Total shutter = 0.25+0.25 = 0.5
Shutter angle = 360*0.5 = 180
shutter open -0.375
shutter close 0.375
Total shutter = 0.375+0.375 = 0.75
Shutter angle = 360*0.75 = 270