Matthew Berman Reviews Sora’s Early Filmmaker Experiments

A look at early Sora-generated films, surreal creatures and the questions they raise about creative work, compute and video simulation.

MBMatthew Bermanホスト · Forward Future
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Matthew Berman
公開日
2024年3月26日
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14:12
読了時間
4 分
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5
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英語
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In March 2024, Matthew Berman reviews examples made by filmmakers and artists with OpenAI’s Sora video model. He highlights surreal storytelling and visual detail, notes occasional artifacts and deepfake concerns, and discusses claims about scaling and possible future world models.

  1. 1Eleven generations edited togetherPaul Trillo describes his Golden Record film as an imagined journey from Earth materials to a time capsule, assembled from 11 Sora generations.
  2. 2A surreal characterThe shy kids short follows a balloon-headed narrator who sees fragility and everyday life from a different perspective. The filmmakers emphasize the appeal of making unreal things.
  3. 3Imaginary hybrid animalsDon Allen Stevenson III’s sequence imagines creatures combining features of animals, including a giraffe-flamingo and whale-octopus.
  4. 4Compute and visual qualityBerman discusses a reported talk about scale and shows a comparison of puppy videos at base, 4× and 32× compute. The examples illustrate visual differences, not a comprehensive assessment of simulation.

ポイント

  1. Paul Trillo said his Golden Record sequence combined 11 separate Sora generations.
  2. The filmmakers shy kids used a balloon-headed character to tell a surreal story about perspective and fragility.
  3. Artists can use generated video to explore imagined subjects as well as approximate real scenes.
  4. Berman sees detailed outputs but also points to odd shadows and an unexplained object as limitations.
  5. The claim that scaling alone creates simulation capabilities is a reported research interpretation, not proof that Sora accurately models the world.
  6. Real-time generated games and more capable world models are future possibilities Berman speculates about, not demonstrated capabilities in this video.
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01

Filmmakers experiment with Sora

Berman introduces new examples and reviews Paul Trillo’s edited Golden Record sequence. He then shows shy kids’ surreal balloon-headed character.

OpenAI has shared new Sora videos and sought feedback from directors, artists and other creative practitioners. I want to look at what they have made, what looks promising and what questions remain about how creators might use the model.

Director Paul Trillo has made a stylized sequence called The Golden Record, imagining a journey from raw materials on Earth to a time capsule of human life. He says he cut together 11 different Sora generations to explore that imagined odyssey. The finished work is an edited sequence, not a single uninterrupted generation.

Next is a film by the filmmaker group shy kids. Its balloon-headed character says that being full of hot air brings difficulties, from windy days to an ill-advised trip to a cactus store. The character also describes seeing the world differently and finding a reminder that life is fragile.

The balloon-headed character
スライド 1 / 5The balloon-headed characterA frame from shy kids’ surreal short shows its narrator, whose unusual head shapes the story.

The filmmakers say that Sora’s ability to produce realistic-looking images is impressive, but they are especially excited by making the surreal. I think that is a recurring theme: generated video can make images that might be difficult to envision or capture, not just imitate existing reality.

02

Visual styles and imagined animals

Further films show stylized imagery and detailed scenes. A sequence of hybrid animals illustrates how creators can depict imagined creatures.

Another stylized clip follows, with striking changes of imagery. I also show work by Nik Kleverov of Native Foreign, including a clockmaker in a detailed workshop. I am impressed by the detail and by how objects appear to remain coherent across the scenes, though a few examples cannot establish reliability across all generations.

Nik Kleverov’s clockmaker scene
スライド 2 / 5Nik Kleverov’s clockmaker sceneThe displayed example shows a detailed workshop and identifies the creative director behind it.

Several more examples explore unusual materials and forms, including clothing that looks like stained glass. One clip has a texture that I find unsettling, so I warn viewers who are sensitive to clustered patterns. These scenes show how the model can be used to explore a visual idea rather than reproduce a conventional shot.

Another artist, Don Allen Stevenson III, presents a sequence of imaginary hybrid animals. It includes a giraffe-flamingo, flying pigs, a whale-octopus and an eel-cat. A narrator describes these creatures as inhabitants of imagined parallel worlds.

A whale–octopus hybrid
スライド 3 / 5A whale–octopus hybridDon Allen Stevenson III’s imagined animal combines a whale with octopus-like features.

The sequence continues with a bunny-armadillo, a horsefly that combines a horse and a fly, a reptilian kangaroo and a fox-crow. The strange combinations are precisely the point: the video gives recognizable animal traits to creatures that do not exist.

03

Availability, risks and earlier examples

Berman comments on artist Alex Reben’s work and speculates about release timing and deepfakes. He reviews earlier Sora clips of a car, a museum and a bee.

The final artist example is by sculptor and OpenAI artist in residence Alex Reben. At the time of this March 2024 video, I do not expect Sora to be released that year; that is my speculation, not an announced schedule. I imagine the team is considering both creative possibilities and possible harms, including deepfakes.

I also wonder whether video generation could move toward a world model able to predict aspects of reality. That is a possibility, not something these clips establish. Looking at earlier examples, a supercar drives through a rainy city at night; the scene looks impressive to me, although I notice shadows that look odd.

I imagine a future video game generated as it is played, if sufficient computing power becomes available. That is a speculative application, not a feature demonstrated here. Another example, posted by Tim Brooks, takes the viewer through a museum filled with paintings, sculptures and works in different styles.

A further example posted by Sean Ralston depicts a bee moving through a field of flowers. It looks striking, though I notice a small white object behind the bee and cannot tell what it is. Such details matter when assessing a generated scene, even when the overall effect is convincing.

04

Scaling and simulation

A reported Berkeley talk prompts discussion of compute and emerging simulation. Berman compares generated puppy footage at different compute levels and speculates about future scaling.

I refer to a post summarizing a talk at Berkeley about the technology behind Sora. Its account attributes emerging simulation capabilities largely to compute and scale, without explicit inductive biases. The post is a summary of a talk, and the interpretation should not be treated as proof that the model accurately simulates physical reality.

Reported observations from a Sora talk
スライド 4 / 5Reported observations from a Sora talkA post summarizes the talk’s claims about compute and scaling; Berman discusses the interpretation.

That claim contrasts with Yann LeCun’s argument, in a separate interview, that scaling alone would not suffice to turn language models into world simulators. I see the Sora examples as part of that debate and wonder whether further scaling could support more realistic simulations; the outcome remains an open question.

A comparison shows puppy videos produced at baseline, 4× and 32× compute. The baseline is hard to make out, the 4× example is recognizable but blurry, and the 32× example looks much clearer to me. It is an illustrative comparison of particular samples, not evidence that the best sample is flawless or indistinguishable from reality in general.

Puppy footage at different compute levels
スライド 5 / 5Puppy footage at different compute levelsThe comparison displays samples labeled 4× and 32× compute alongside a baseline example.

I would like to see what happens at 64× or 128× compute. For now these examples show how rapidly the visual quality can change within a demonstration, while leaving questions about cost, reliability, creative control and safe deployment.

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