alayarenderer-generative-world
AI coding agent skill for AlayaRenderer — a generative world rendering framework with inverse rendering (RGB→G-buffers) and game editing (G-buffers+text→stylized video) using fine-tuned video diffusion models.
Best use case
alayarenderer-generative-world is best used when you need a repeatable AI agent workflow instead of a one-off prompt.
AI coding agent skill for AlayaRenderer — a generative world rendering framework with inverse rendering (RGB→G-buffers) and game editing (G-buffers+text→stylized video) using fine-tuned video diffusion models.
Teams using alayarenderer-generative-world should expect a more consistent output, faster repeated execution, less prompt rewriting.
When to use this skill
- You want a reusable workflow that can be run more than once with consistent structure.
When not to use this skill
- You only need a quick one-off answer and do not need a reusable workflow.
- You cannot install or maintain the underlying files, dependencies, or repository context.
Installation
Claude Code / Cursor / Codex
Manual Installation
- Download SKILL.md from GitHub
- Place it in
.claude/skills/alayarenderer-generative-world/SKILL.mdinside your project - Restart your AI agent — it will auto-discover the skill
How alayarenderer-generative-world Compares
| Feature / Agent | alayarenderer-generative-world | Standard Approach |
|---|---|---|
| Platform Support | Not specified | Limited / Varies |
| Context Awareness | High | Baseline |
| Installation Complexity | Unknown | N/A |
Frequently Asked Questions
What does this skill do?
AI coding agent skill for AlayaRenderer — a generative world rendering framework with inverse rendering (RGB→G-buffers) and game editing (G-buffers+text→stylized video) using fine-tuned video diffusion models.
Where can I find the source code?
You can find the source code on GitHub using the link provided at the top of the page.
SKILL.md Source
# AlayaRenderer — Generative World Renderer
> Skill by [ara.so](https://ara.so) — Daily 2026 Skills collection.
AlayaRenderer is a two-stage framework for high-quality video rendering:
1. **Inverse Renderer** (RGB → G-buffers): Extracts albedo, normal, depth, roughness, and metallic maps from RGB video using a fine-tuned Cosmos-Transfer1-DiffusionRenderer 7B model.
2. **Game Editing** (G-buffers + Text → Stylized RGB): Synthesizes photorealistic, stylized RGB video from G-buffer inputs using a fine-tuned Wan2.1 1.3B model via DiffSynth-Studio.
---
## Installation
### Clone the Repository
```bash
git clone --recurse-submodules https://github.com/ShandaAI/AlayaRenderer.git
cd AlayaRenderer
```
> **Important:** Use `--recurse-submodules` — DiffSynth-Studio is a git submodule required for Game Editing.
### Two Separate Conda Environments (Recommended)
The two models have conflicting dependencies. Use separate environments:
```bash
# Environment 1: Inverse Renderer
conda create -n inverse_renderer python=3.10 -y
conda activate inverse_renderer
cd inverse_renderer
# Follow inverse_renderer/ instructions for Cosmos-Transfer1 setup
# Environment 2: Game Editing
conda create -n game_editing python=3.10 -y
conda activate game_editing
cd game_editing
# Follow DiffSynth-Studio setup instructions
```
---
## Model Weights
| Model | Base Model | Size | HuggingFace Link |
|---|---|---|---|
| Inverse Renderer | Cosmos-Transfer1-DiffusionRenderer 7B | ~7B params | [Brian9999/world_inverse_renderer](https://huggingface.co/Brian9999/world_inverse_renderer/tree/main) |
| Game Editing | Wan2.1 1.3B | ~1.3B params | [Brian9999/stylerenderer](https://huggingface.co/Brian9999/stylerenderer/tree/main) |
### Download and Place Weights
```bash
# Inverse Renderer — replace the base checkpoint
huggingface-cli download Brian9999/world_inverse_renderer \
--local-dir inverse_renderer/checkpoints/Diffusion_Renderer_Inverse_Cosmos_7B
# Game Editing — place in game_editing models directory
mkdir -p game_editing/models/train/Wan2.1-T2V-1.3B_gbuffer
huggingface-cli download Brian9999/stylerenderer \
--local-dir game_editing/models/train/Wan2.1-T2V-1.3B_gbuffer
```
---
## Inverse Renderer Usage
The inverse renderer decomposes an RGB video into 5 G-buffer channels: **albedo, normal, depth, roughness, metallic**.
### Setup
```bash
cd inverse_renderer
# Follow Cosmos-Transfer1-DiffusionRenderer environment setup
# Ensure checkpoint is at:
# inverse_renderer/checkpoints/Diffusion_Renderer_Inverse_Cosmos_7B/
```
### Inference
Refer to the `inverse_renderer/` subdirectory for the full inference script. The general pattern follows Cosmos-Transfer1-DiffusionRenderer conventions:
```python
# inverse_renderer/run_inverse.py (typical pattern)
import torch
from pathlib import Path
# Input: path to RGB video
input_video = "path/to/rgb_video.mp4"
output_dir = "outputs/gbuffers/"
# The model outputs 5 synchronized channels:
# - albedo (diffuse color)
# - normal (surface orientation)
# - depth (scene geometry)
# - roughness (surface roughness)
# - metallic (metallic property)
```
---
## Game Editing Usage
### Quick Start — CLI Inference
```bash
cd game_editing
CUDA_VISIBLE_DEVICES=0 python \
examples/wanvideo/model_inference/inference_gbuffer_caption.py \
--checkpoint models/train/Wan2.1-T2V-1.3B_gbuffer/model.safetensors \
--gpu 0 \
--style snowy_winter \
--prompt "the scene is set in a frozen, snow-covered environment under cold, pale winter light with falling snowflakes, creating a silent and ethereal winter wonderland atmosphere." \
--gbuffer_dir test_dataset \
--save_dir outputs/ \
--num_frames 81 \
--height 480 \
--width 832
```
### CLI Parameters
| Parameter | Description | Example |
|---|---|---|
| `--checkpoint` | Path to fine-tuned `.safetensors` weights | `models/train/Wan2.1-T2V-1.3B_gbuffer/model.safetensors` |
| `--gpu` | GPU device index | `0` |
| `--style` | Named style preset | `snowy_winter`, `rainy`, `night`, `sunset` |
| `--prompt` | Text description of target lighting/atmosphere | See examples below |
| `--gbuffer_dir` | Directory containing G-buffer input frames/video | `test_dataset` |
| `--save_dir` | Output directory for rendered video | `outputs/` |
| `--num_frames` | Number of frames to generate (must be `8n+1`) | `81` |
| `--height` | Output height in pixels | `480` |
| `--width` | Output width in pixels | `832` |
### G-buffer Directory Structure
```
test_dataset/
├── albedo/
│ ├── frame_0000.png
│ ├── frame_0001.png
│ └── ...
├── normal/
│ ├── frame_0000.png
│ └── ...
├── depth/
│ ├── frame_0000.png
│ └── ...
├── roughness/
│ ├── frame_0000.png
│ └── ...
└── metallic/
├── frame_0000.png
└── ...
```
### Style Prompt Examples
```bash
# Cyberpunk night scene
--style night \
--prompt "neon-lit urban environment at night with rain-slicked streets reflecting colorful neon signs, creating a cyberpunk noir atmosphere"
# Golden hour / sunset
--style sunset \
--prompt "warm golden hour lighting with long shadows and a glowing amber sky, soft cinematic atmosphere"
# Rainy urban
--style rainy \
--prompt "overcast rainy day with wet surfaces, soft diffuse lighting, and atmospheric fog creating a moody cinematic look"
# Fantasy / stylized
--style fantasy \
--prompt "magical forest environment with bioluminescent plants, ethereal blue-green lighting, and mystical particle effects"
# Foggy morning
--style foggy \
--prompt "early morning dense fog with soft diffused light creating a mysterious and quiet atmosphere"
```
### Multi-GPU Inference
```bash
# Run on specific GPU
CUDA_VISIBLE_DEVICES=1 python \
examples/wanvideo/model_inference/inference_gbuffer_caption.py \
--checkpoint models/train/Wan2.1-T2V-1.3B_gbuffer/model.safetensors \
--gpu 1 \
--style rainy \
--prompt "heavy rainfall with dark storm clouds and dramatic lightning in the distance" \
--gbuffer_dir my_gbuffers \
--save_dir outputs/rainy_scene \
--num_frames 81 --height 480 --width 832
```
---
## Full Pipeline: RGB Video → Stylized Output
```bash
# Step 1: Extract G-buffers from RGB video (Inverse Renderer env)
conda activate inverse_renderer
cd inverse_renderer
python run_inverse.py \
--input path/to/gameplay_video.mp4 \
--output_dir ../game_editing/test_dataset/
# Step 2: Apply game editing style (Game Editing env)
conda activate game_editing
cd ../game_editing
CUDA_VISIBLE_DEVICES=0 python \
examples/wanvideo/model_inference/inference_gbuffer_caption.py \
--checkpoint models/train/Wan2.1-T2V-1.3B_gbuffer/model.safetensors \
--gpu 0 \
--style snowy_winter \
--prompt "frozen tundra with blizzard conditions, pale blue-white lighting and drifting snow" \
--gbuffer_dir test_dataset \
--save_dir outputs/final_render \
--num_frames 81 --height 480 --width 832
```
---
## Online Demos
| Demo | URL |
|---|---|
| Game Editing Demo | https://huggingface.co/spaces/Brian9999/game-editing |
| Project Page | https://alaya-studio.github.io/renderer/ |
---
## Dataset Overview
The AlayaRenderer dataset (release pending) features:
- **4M+ frames** at 720p / 30 FPS
- **6 synchronized channels**: RGB + albedo, normal, depth, metallic, roughness
- **40 hours** from **Cyberpunk 2077** and **Black Myth: Wukong**
- Average clip length: **8 minutes**, up to **53 minutes continuous**
- Weather variants: sunny, rainy, foggy, night, sunset
- Motion blur variant via sub-frame interpolation
---
## Architecture Summary
```
RGB Video Input
│
▼
┌─────────────────────────────────────┐
│ Inverse Renderer │
│ (Cosmos-Transfer1 7B fine-tuned) │
│ RGB → [albedo, normal, depth, │
│ roughness, metallic] │
└─────────────────┬───────────────────┘
│ G-buffers
▼
┌─────────────────────────────────────┐
│ Game Editing │
│ (Wan2.1 1.3B fine-tuned) │
│ G-buffers + Text Prompt │
│ → Stylized RGB Video │
└─────────────────────────────────────┘
```
---
## Troubleshooting
### Submodule not found / DiffSynth-Studio missing
```bash
# If cloned without --recurse-submodules:
git submodule update --init --recursive
```
### CUDA Out of Memory
- Reduce `--num_frames` (try `41` instead of `81`)
- Reduce resolution: `--height 320 --width 576`
- Ensure no other processes are using the GPU: `CUDA_VISIBLE_DEVICES=0`
### `num_frames` must follow `8n+1` pattern
Valid values: `9, 17, 25, 33, 41, 49, 57, 65, 73, 81`
```bash
# Valid
--num_frames 81 # 8*10 + 1 ✓
--num_frames 41 # 8*5 + 1 ✓
# Invalid
--num_frames 80 # ✗
--num_frames 60 # ✗
```
### Checkpoint not found
```bash
# Verify checkpoint placement
ls game_editing/models/train/Wan2.1-T2V-1.3B_gbuffer/model.safetensors
ls inverse_renderer/checkpoints/Diffusion_Renderer_Inverse_Cosmos_7B/
```
### Version conflicts between models
Always use the two separate conda environments (`inverse_renderer` and `game_editing`). Do not install both models' dependencies in one environment.
---
## Citation
```bibtex
@article{huang2026generativeworldrenderer,
title={Generative World Renderer},
author={Zheng-Hui Huang and Zhixiang Wang and Jiaming Tan and Ruihan Yu and Yidan Zhang and Bo Zheng and Yu-Lun Liu and Yung-Yu Chuang and Kaipeng Zhang},
journal={arXiv preprint arXiv:2604.02329},
year={2026}
}
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