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22 min readworking paper

Project Casper

Focusing on the next generation of multi-dimensional generation models

ClockingMinds Research

Ask an image model for a woman holding a coffee cup at a kitchen counter and it will give you something beautiful. Ask for the same kitchen from the doorway and you will get a different kitchen. The window moves. The counter changes material. The cup has a new handle. Nothing about the first picture constrains the second, because there was never a kitchen. There was only a picture of one.

This is the quiet limit of today's generative models. They are extraordinary painters with no memory of the room they are painting. Most of what people call hallucination in images, the sixth finger, the strap that passes through a shoulder, the logo that rearranges itself between frames, is not a failure of taste. It is the absence of a world.

Project Casper is our research direction on that absence. The name is a ghost: the invisible structure that sits behind every image, the thing you can see through. This paper lays out how image models work, where spatial reasoning breaks, what the field has learned about giving models geometry, and the bet we are making. It is a working paper. We describe a direction and our reasoning, not finished results.

A four-stage diagram. Stage one, 3D scene plus intent: a wireframe living room with a seated figure, a camera, and the prompt, a person relaxing by the window. Stage two, spatial scene representation: the same room as a point cloud, with tiles labeled geometry, depth, objects, and relationships. Stage three, diffusion guided by 3D context: frames resolving from noise into the room. Stage four, coherent generated view: a photoreal living room with a woman relaxing on the sofa by the window.
Fig. 1Casper at a glance. A scene and an intent (1) become a persistent spatial state that holds geometry, depth, objects, and how they relate (2). Generation happens inside that state rather than around it (3), so the final view (4) agrees with the room it came from. Illustrative; the internal representation is not shown.

1.How an image model paints

Nearly every frontier image and video model today is a diffusion model or a close relative[1][2]. The idea is simple to state. Take a real image, add a little Gaussian noise, then a little more, until after enough steps nothing remains but static. Train a network to undo one step. Then start from pure static and run the network backwards.

Formally, the forward process mixes a clean image x0x_0 with noise according to a schedule βt\beta_t. Because each step is Gaussian, any step can be sampled directly:

q(xt∣x0)=N ⁣(αˉt x0,  (1−αˉt) I),αˉt=∏s=1t(1−βs)q(x_t \mid x_0) = \mathcal{N}\!\big(\sqrt{\bar\alpha_t}\,x_0,\; (1-\bar\alpha_t)\,\mathbf{I}\big), \qquad \bar\alpha_t = \prod_{s=1}^{t} (1-\beta_s)

A network ϵθ\epsilon_\theta learns to predict the noise that was added, given the noisy image, the step, and a condition cc such as a text prompt. The training objective is a plain squared error:

L=Ex0, ϵ, t[∥ϵ−ϵθ(αˉt x0+1−αˉt ϵ,  t,  c)∥2]\mathcal{L} = \mathbb{E}_{x_0,\,\epsilon,\,t}\Big[\big\lVert \epsilon - \epsilon_\theta\big(\sqrt{\bar\alpha_t}\,x_0 + \sqrt{1-\bar\alpha_t}\,\epsilon,\; t,\; c\big)\big\rVert^2\Big]

Sampling runs the chain in reverse, subtracting a scaled estimate of the noise at each step and adding a small amount back to keep the process stochastic. Structure appears coarse to fine, and nowhere in the loop is there a scene, only increasingly confident pixels:

xt−1=1αt(xt−βt1−αˉt ϵθ(xt,t,c))+σtz,z∼N(0,I)x_{t-1} = \frac{1}{\sqrt{\alpha_t}}\Big(x_t - \frac{\beta_t}{\sqrt{1-\bar\alpha_t}}\,\epsilon_\theta(x_t, t, c)\Big) + \sigma_t z, \qquad z \sim \mathcal{N}(0, \mathbf{I})

Modern systems run this loop in a compressed latent space rather than on raw pixels[3], and have moved the denoiser from convolutional U-Nets to transformers, which scale more predictably with compute[4]. How quickly signal is destroyed is a design choice. The cosine schedule keeps more of the image alive in the middle steps than the original linear one, which is where global layout gets decided[5].

0%25%50%75%100%02505007501000diffusion step tsignal remaining
Fig. 2Fraction of the original image's signal variance, αˉt\bar\alpha_t, remaining at each step for the two standard schedules over 1,000 steps. Computed directly from the published formulas. Composition is mostly settled in the high-noise half of the chain, long before any detail exists.

Text steering comes from classifier-free guidance, which extrapolates from an unconditioned prediction toward a conditioned one[6]:

ϵ~θ(xt,c)=ϵθ(xt,∅)+w (ϵθ(xt,c)−ϵθ(xt,∅))\tilde\epsilon_\theta(x_t, c) = \epsilon_\theta(x_t, \varnothing) + w\,\big(\epsilon_\theta(x_t, c) - \epsilon_\theta(x_t, \varnothing)\big)

Read that equation closely and the problem appears. Everything the model knows about the scene has to arrive through cc or live implicitly in its weights. A sentence is a remarkably poor description of a room.

2.Where the world goes missing

A diffusion model learns a distribution over images, p(x∣c)p(x \mid c). It never learns a distribution over scenes. Geometry, occlusion, contact, and scale are whatever was statistically typical in its training pixels. When a prompt pins them down, the model obliges. When it doesn't, they are free variables, and sampling fills them with something plausible. Plausible and correct are different things.

The benchmarks are blunt about this. GenEval checks simple, verifiable properties of generated images with an object detector. On its position task, which only asks whether one object sits left of, right of, above, or below another, SDXL scored 0.15 in the original paper, against 0.98 for simply rendering a single named object[7]. T2I-CompBench finds the same pattern across spatial relations, attribute binding, and object counts[8]. Models know what things look like far better than where things are.

Video makes the gap visible. A moving camera is a continuous demand for geometric consistency. OpenAI's Sora report noted that 3D consistency and object permanence emerged with scale, without explicit 3D supervision, and also that the model still fails to simulate basic physical interactions like glass shattering[9]. That is the honest state of the field: spatial structure can emerge from data, partially, and it degrades exactly where you most need it.

There is a simple reason partial is not enough. A scene is not one constraint, it is dozens. The strap meets the shoulder. The shadow falls away from the window. The bag is the same size in both hands. If each is held independently with probability pp, the chance an image holds all kk of them is:

P(scene consistent)=p k,0.9730≈0.40,0.9930≈0.74P(\text{scene consistent}) = p^{\,k}, \qquad 0.97^{30} \approx 0.40, \qquad 0.99^{30} \approx 0.74
0%25%50%75%100%015304560spatial constraints in the scene (k)all held at once
Fig. 3Illustrative model, not a measurement. Constraints in real scenes are correlated, so treat this as an intuition pump. The point survives the simplification: a model that is right about each spatial relationship 97 percent of the time still produces a fully consistent thirty-constraint scene less than half the time. Implicit structure compounds badly.

This is the core claim of the paper. Hallucination in generated scenes is, to a first approximation, an under-constraint problem. You do not fix it by making the painter more talented. You fix it by giving the painter a room.

3.What a spatial construct is

Computer vision has a precise language for rooms, and it predates deep learning by decades[10]. A point XX in the world lands on a pixel through a camera's intrinsics KK and its pose, a rotation RR and translation tt:

u~∼K [ R∣t ] X~,u=(u~1u~3,  u~2u~3)\tilde{u} \sim K\,[\,R \mid t\,]\,\tilde{X}, \qquad u = \Big(\frac{\tilde u_1}{\tilde u_3},\; \frac{\tilde u_2}{\tilde u_3}\Big)

The division by depth is where a single image loses information. Every point along a ray through the camera center lands on the same pixel. A second view resolves it: the candidates spread out along a line in the other image, and only one of them matches.

Two cameras observe a scene. A single pixel in camera one corresponds to a whole ray of possible 3D points. Camera two sees those candidates at different positions, which pins down the true depth.baselineXX′camera 1camera 2one pixel,every depthepipolar linepicks one
Fig. 4Two-view geometry. In camera 1, the true point XX and an impostor X′X' on the same ray are indistinguishable. Camera 2 sees them at different positions along the epipolar line. A generator that holds this structure cannot draw the impostor without contradicting itself. A generator without it has no way to notice.

A spatial construct, as we use the term, is any representation that makes these relationships explicit and checkable: where surfaces are, how the cameras relate, what is in front of what. The field has built several, each with a different trade between fidelity, speed, and editability.

Neural radiance fields store a scene as a function from position and viewing direction to density and color, and render by integrating along rays[11]. 3D Gaussian splatting replaces the function with millions of explicit, anisotropic primitives that render in real time at 1080p[12]. Both produce a pixel by alpha compositing whatever lies along its ray, front to back:

C(u)=∑i=1Nci αi∏j=1i−1(1−αj)C(u) = \sum_{i=1}^{N} c_i\,\alpha_i \prod_{j=1}^{i-1} (1 - \alpha_j)

That one line is the difference between a picture and a world. Occlusion, depth order, and view consistency are not learned tendencies here. They are arithmetic.

Spatial representations, and what each one can hold
RepresentationStoresStrengthLimit
Pixels (2D diffusion latents)Appearance onlyPhotoreal, fast, trained on billions of imagesNo state. Geometry is implied by the image, never held by the model
Depth and normal mapsDistance and surface orientation per pixel, one viewCheap to estimate, a strong conditioning signalOne view only. Nothing exists behind what the camera sees
Point maps (DUSt3R, VGGT)A 3D point for every pixel, plus the camerasFeed-forward. Geometry from ordinary photos in secondsA measurement, not a renderer. Thin on appearance
Neural radiance fieldsDensity and color as a function of position and viewView-consistent by constructionSlow to fit, one scene at a time, hard to edit
3D Gaussian splatsMillions of explicit, editable primitivesReal-time rendering, objects can be moved and swappedPer-scene optimization, heavy memory, weak on unseen sides
Video world modelsAn implicit state carried across framesMotion, interaction, emergent object permanenceMemory is bounded. Consistency decays as the clip gets longer

4.What the field has learned

The last four years have produced four distinct strategies for marrying image priors to geometry. Each one taught us something.

Lift 2D into 3D. DreamFusion showed that a frozen 2D diffusion model can supervise a 3D scene with no 3D training data, by rendering the scene, noising the render, and pushing the scene toward whatever the denoiser prefers[13]. The gradient, score distillation sampling, is:

∇ϕLSDS=Et,ϵ[ w(t) (ϵ^θ(xt;c,t)−ϵ) ∂x∂ϕ],x=g(ϕ)\nabla_\phi \mathcal{L}_{\text{SDS}} = \mathbb{E}_{t,\epsilon}\Big[\,w(t)\,\big(\hat\epsilon_\theta(x_t; c, t) - \epsilon\big)\,\frac{\partial x}{\partial \phi}\Big], \qquad x = g(\phi)

It works, slowly, and inherits every inconsistency of the 2D prior, including the well-known tendency to put a face on the back of a head. Zero-1-to-3 fine-tuned a diffusion model on the relative camera transform between views[14], and MVDream generated several views jointly with attention shared across them[15]. Consistency improved when views were generated together rather than one at a time.

Condition on geometry. ControlNet showed that a pretrained generator can be made to obey a depth map, edge map, segmentation, or pose skeleton by training a parallel copy of its encoder while the original stays frozen[16]. The generator keeps its taste and gains a spine. Monocular depth estimators such as Depth Anything, trained on tens of millions of unlabeled images, now make those depth maps available from any photograph[17].

Recover geometry feed-forward. DUSt3R regressed dense 3D point maps from pairs of ordinary photos with no known camera parameters[18]. VGGT extended this to predict cameras, depth, and point maps from one to hundreds of views in a single forward pass, in under a second[19]. Geometry stopped being an optimization problem and became an inference call.

Simulate the world. Video world models carry an implicit state forward in time. Genie 2 generated playable 3D environments from a single image[20], and Genie 3 extended this to real-time interaction at 720p and 24 frames per second, staying consistent for a few minutes[21]. The ambition is right. The state is still implicit, which means it is still forgettable.

5.Project Casper

Casper is our attempt to take that pattern to its conclusion for one domain: images of a specific person, in a specific place, with a specific product. We believe the next generation of generative models will not paint into a blank canvas. They will generate from a scene: an explicit, persistent, multi-dimensional state that the model renders, conditions on, and is held accountable to.

01

State before pixels

Decide where everything is before deciding what anything looks like. A scene that is never written down cannot be kept consistent.

02

Structure is given, not guessed

Don’t ask a generator to remember geometry it was never shown. The scene is known before the first pixel is drawn.

03

Generate inside, not around

The model is free on texture, light, and mood. It is not free on where the product sits or what shape the face is.

04

Verify against the world

An image is accountable to the scene it came from. A hallucination becomes a measurable disagreement, not a judgment call.

The practical consequence is that consistency stops being a hope and becomes a property you can measure. When a scene is written down, two views of it either agree about the surfaces they share or they don't. A face either matches the person it belongs to or it doesn't. A product either keeps its shape and surface or it doesn't. A hallucination stops being a vibe and becomes a disagreement with a threshold.

The literature already shows that sampling can be steered by signals outside the prompt[22], and that generators can be made to obey structure they were never trained to infer[16]. Casper builds on both ideas. What is new is less any single mechanism than the decision to make one persistent scene the shared source of truth for everything that happens before, during, and after generation.

6.Why commerce is the right first world

General world models have to be right about everything. Commerce only has to be right about three things, and it has to be right about them every time: the person looks like themselves, the product looks exactly like the product, and the scene is somewhere they could plausibly be. Subject-driven methods such as DreamBooth showed that a model can learn a specific person or object from a handful of photos[23]. Keeping that subject correct across poses, rooms, and lighting is a spatial problem, which is why we think it is the frontier.

It is also a domain with a ground truth. Every product has a reference image. Every person has a selfie. The scene state can be checked against real inputs, which makes commerce an unusually honest testbed for spatial generation: errors are visible, measurable, and expensive.

Our first product, Reflection, already turns a brand's existing product imagery into personalized creative. In preliminary internal estimates, 70 percent of outputs meet our product fidelity criteria and 60 percent are usable without manual edits. Casper is aimed squarely at the remainder. The failures we see are almost never about style. They are about space: a strap that floats, a scale that drifts, a product that changes shape when the camera moves.

7.Open problems

We would rather name the hard parts than pretend they are solved. These are the questions we are working on and do not yet have answers to.

01

Capturing state from one photo

Most people share one selfie, not a scan. Recovering usable geometry from a single casual image is still an estimate, and the unseen side of everything is a guess.

02

Deformable things

Rigid products are tractable. Fabric that drapes, folds, and stretches over a body is not, and apparel is most of what people buy.

03

Light that agrees

Inserting an object with correct geometry but the wrong shadows reads as fake instantly. Estimating and matching illumination remains open.

04

Verifiers that can be fooled

A check is only as good as the model doing the checking. If the verifier and the generator share blind spots, errors pass both.

05

Cost per image

Every extra constraint and every retry costs compute. One-to-one only works at cents per output, so consistency has to be cheap, not just possible.

Where this leaves us

The first generation of generative models learned what the world looks like. The next generation will have to learn where the world is. We think that shift, from pixels to scenes, from appearance to state, is the most important open problem in visual generation, and the one most directly tied to whether people can trust what they see.

If you work on 3D vision, world models, or generative evaluation and see a flaw in this reasoning, we want to hear it. That's the most useful email we can get: founders@clockingminds.com.

References

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