Download assets.json from Efficient-Large-Model/StreamRender-H3: direct link, hf CLI and curl.
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- Download file 9.73 kB
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https://huggingface.co/Efficient-Large-Model/StreamRender-H3/resolve/refs%2Fpr%2F3/assets.json
- Command line
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hf download hf://Efficient-Large-Model/StreamRender-H3@refs/pr/3/assets.json
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curl -L -o assets.json https://huggingface.co/Efficient-Large-Model/StreamRender-H3/resolve/refs%2Fpr%2F3/assets.json
9.73 kB
| { | |
| "schema": 1, | |
| "assets": { | |
| "tokenizer": "tokenizer", | |
| "qwen_processor": "qwen_processor", | |
| "qwen_model": "qwen_model", | |
| "qwen_dcp": "qwen_dcp", | |
| "tae": "tae/taeh3_official.pth", | |
| "causal_decoder": "causal_decoder/causal_vit24_step6000.safetensors", | |
| "audio_vae": "audio_vae/model.safetensors", | |
| "reference_image": "reference_image/ref.png", | |
| "prompt": "subject_definitions:\n<Picture 1> is the first-frame anchor of the target video: a photorealistic AAA re-render of the opening frame of <Video 1>, which fixes the starting composition and the look of every subject, including paint, materials, lighting, and color grading.\n<Video 1> is a semantic segmentation video of the same drive and the structural template for the target video: every pixel is painted one flat label color according to its object class, and it supplies the road layout, every car's silhouette, position, and movement, and the chase-camera trajectory frame by frame. Purple is the dark asphalt race track reflecting trackside lights, magenta is the red-and-white kerb and muted green painted run-off strip at the left track edge, green is shadowed grass meadows and verges lit by floodlights, olive is dark trees, woodland, and forested hillsides, orange is the illuminated galvanized armco guard rails, dark grey is the steel posts and scaffold legs of the billboards, cyan is the glowing sponsor billboards and hoardings, steel blue is the deep cobalt twilight sky with an orange-pink horizon, red is the player's car, and blue is the rival car. These colors are class labels only and are not the colors or textures of the target video.\n<Subject 1> is the player's car, a modern rally-derived four-door touring race sedan whose silhouette, position, and motion come from the red region of <Video 1> and whose appearance comes from <Picture 1>: glossy deep racing-red paint catching crisp white floodlight highlights, a scuffed white lower rear bumper panel with a black \"KESTREL\" wordmark and small \"VOLTEX\" decals at its corners, a yellow trunk plate reading \"AUREL MOTORSPORT\", a full-width dark rear wing with red endplates on the trunk lid, a white roll-cage X-brace visible through the rear window, a thin roof antenna, black door mirrors, brightly illuminated red LED tail-light clusters and a central red rear light, a carbon diffuser with strakes and a single polished exhaust tip on the right, and road grime and chipped paint along the lower body.\n<Subject 2> is the field of rival cars, here a single GT race car with a tall rear wing, a dark red body under cool floodlight highlights and deep shadow, and glowing red tail lights, whose silhouette, position, and motion come from the blue regions of <Video 1> and whose appearance comes from <Picture 1>.\n<Subject 3> is the track and its surroundings, whose layout comes from <Video 1> and whose look comes from <Picture 1>: dark-grey asphalt with coarse aggregate, tar seams, rubber marks, crisp white edge lines, and elongated light reflections, galvanized armco guard rails on posts, shadowed grass meadows with wildflowers, rolling hills with dark mixed woodland and blue atmospheric haze, and illuminated sponsor billboards, including the red-and-white kerb, muted green painted run-off strip, grey asphalt run-off, lone oak, and black-and-grey checkered \"VELTRA RACING\" billboards beneath tall white trackside floodlights.\n\nsummary:\n[keyframe completion + reference generation] The target video is a photorealistic Forza Horizon-style chase-camera drive on an asphalt circuit winding through dark green hills and woodland at blue hour just after sunset, with a deep cobalt sky, the last warm horizon glow, and bright trackside floodlights. It begins exactly from <Picture 1>, which fixes the look of <Subject 1>, <Subject 2>, and <Subject 3>, while <Video 1> supplies the road layout, every car's silhouette and movement, and the camera path as <Subject 1> runs the general course of this drive: over gentle crests and through dips, along straights lined with armco rails and sponsor hoardings, and through long sweeping bends, while <Subject 2> runs far ahead.\n\nretention_analysis:\n<Picture 1> ([Shot 1] first frame): fully_preserved - the opening composition, car placement, floodlight direction, twilight horizon, and grading are kept exactly.\n<Video 1> (structural template for layout, motion, and camera): fully_preserved - road course, car silhouettes, positions, movement, and camera trajectory follow it frame by frame, while its flat label colors are not rendered.\n<Subject 1> (appears in [Shot 1]): fully_preserved - red race sedan with its wing, livery, plates, and exhaust stays identical and holds the lower center of the frame.\n<Subject 2> (appears in [Shot 1]): fully_preserved - the dark red GT car keeps its floodlit appearance and red tail lights whenever it is visible and moves as the blue regions of <Video 1> dictate, including as a tiny shape in the distance.\n<Subject 3> (appears in [Shot 1]): fully_preserved - asphalt, kerbs, run-off, armco rails, sponsor billboards, meadows, lone trees, woodland, and shadowed hills keep the look of <Picture 1>.\n\ndetailed_description:\nThe target video is a photorealistic AAA racing-game render in the style of Forza Horizon at maximum settings: blue hour just after sunset turning into night, a deep cobalt sky crossed by dark cloud bands and a narrow orange-pink glow behind the distant wooded ridge, tall trackside floodlights casting crisp white pools downward from both sides of the circuit, bright specular highlights across the car's roof, wing, and mirrors, localized shadows beneath cars and trees, cool blue shade between illuminated areas, and warm smaller lamps edging the rails and lighting sponsor boards. The cars' headlights and red tail lights are on; glossy paint, metallic barriers, and textured asphalt catch white, amber, and red reflections. Deep contrast, high dynamic range, ray-traced reflections, and cinematic grading balance cobalt shadows with neutral white highlights and the last warm sunset colors. Everything is crisp and densely detailed, with slight speed blur on the road surface only; there is no HUD, speedometer, minimap, lap or position counter, timer, watermark, caption, or overlay text, and no flat-colored or segmentation-map look.\n[Shot 1] The camera is one continuous chase-camera tracking shot behind <Subject 1> that follows the exact path and sway of <Video 1>, with no zoom, no pan, and no reframing; the shot never cuts. The shot begins from <Picture 1>. <Subject 1> sits in the lower center of the frame, seen from directly behind: glossy racing-red body, scuffed white lower bumper panel with the black \"KESTREL\" wordmark, yellow \"AUREL MOTORSPORT\" plate, full-width dark rear wing with red endplates, white roll-cage X-brace behind the rear window, and one polished exhaust tip on the right, its bright rear lights casting red reflections immediately behind it. Far ahead, just right of center at the crest, <Subject 2>, the dark red GT car with a tall rear wing, glows with red tail lights. On the left run a red-and-white kerb, a muted green painted run-off strip, and a wide grey asphalt run-off bounded by an armco rail, with a lamp-lit meadow rising to a lone oak silhouetted against the orange twilight horizon; on the right a grass verge, an armco rail, and three large black-and-grey checkered billboards reading \"VELTRA RACING\" in bold yellow italic capitals, illuminated by warm overhead fixtures. Throughout the drive, every car's position and movement, the course of the road, and the camera's path and sway follow <Video 1> exactly. The road rises over gentle crests, dips through shallow hollows and small kinks, and sweeps through long left-hand and right-hand bends around the foot of grassy hills. Sponsor boards pass along the way: glowing black-and-grey checkered \"VELTRA RACING\" billboards and blue-and-yellow hoardings on steel posts reading \"NOVAFUEL\" in bold blue capitals, with small red signs on steel scaffold towers, lone trees on the hillsides, and tall walls of dense dark woodland beneath the cobalt sky. White floodlight pools reveal grass, rail ribs, road texture, and tree edges against the surrounding blue shadows. <Subject 2> runs far ahead, pulling away and shrinking into a tiny distant car that drops out of view over crests or around far curves and reappears as a small speck on the distant road. <Subject 1> holds the lower center, swaying slightly on straights, tipping into bends with its tires scrubbing as the view swings, and settling its suspension through dips. The paint, liveries, billboards, reflective asphalt, twilight sky, and trackside lighting stay exactly as <Picture 1> shows them. The raspy engine rises through the gears with gear-shift barks and tire scrub in the bends over quiet evening insects; no speech is heard, and no text other than the existing signs and liveries appears on screen.\n\noverall_soundscape:\nA loud, raspy turbocharged four-cylinder race engine dominates throughout, rising in pitch through each gear, with sharp gear-shift barks, turbo flutter and exhaust crackle on each lift, the hiss of slick tires on asphalt with a light scrub as the car turns, steady wind rush over the body, and the fainter drone of the rival car's engine ahead; underneath lies a quiet rural twilight ambience of subdued insects and a soft breeze through the grass and trees, with a faint electrical hum near the trackside floodlights. There is no speech, no voice, and no crowd noise.\n\nnon_diegetic_music:\nN/A", | |
| "backbone": "backbone/1008b_step224_backbone_ema_merged.safetensors" | |
| }, | |
| "default_example": "B10_e-track-3_bluehour" | |
| } | |