
XR AI Spotlight From 3D GenAI to the End of Game Engines
Dec 3, 2025
Tejas Kulkarni, CEO of Common Sense Machines and a former MIT researcher, dives into the fascinating world of 3D generative AI. He discusses how CSM transforms images into game-engine ready 3D assets, explaining key metrics like geometry and topology. Tejas underscores the importance of modularity in production workflows and predicts a future where neural networks fuel game engines. He also explores the societal impacts of democratized creation, sharing advice for creatives on embracing AI's potential and understanding its cultural nuances.
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Episode notes
Perception vs Topology In 3D Evaluation
- Human evaluation in 3D GenAI prioritizes appearance but misses topology and parts.
- Common Sense Machines focused on geometry, splat rendering, topology, and parts to improve perceived quality.
Parts Are Core To Game Engine Design
- Game engines impose representation constraints that make parts essential for animation and interaction.
- Tejas predicts three engine classes: current programmatic, splat-based, and future world-model-driven engines.
Offer Parts Or Kits For Production Use
- Use a parts-based or kit system to make AI assets production-ready for AAA pipelines.
- Offer both auto-assemble and kit-based outputs so artists can choose lower friction or precise control.
