docs: add competitive landscape and deep dive findings
Version evolution (SL 1.0→2.0→3.0), team background, no patents, NVIDIA DiffusionRenderer as open-source competitor, dataset landscape (POLAR, SynthLight, etc.), botocore/AWS SDK in privacy app, MetaHuman EULA fix, user data controversy, and DiffusionRenderer ComfyUI integration across all docs.
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README.md
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README.md
@ -117,10 +117,31 @@ documented here are narrower:
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not appear to match the deployed application
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4. Missing license attribution required by MIT and Apache 2.0
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5. The CVPR 2024 paper describes SwitchLight 1.0; the shipped product
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is SwitchLight 3.0, which went through at least two "complete
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architecture rebuilds." The physics-based architecture (Cook-
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Torrance, Normal Net, Specular Net) described in the paper may not
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reflect the deployed product.
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The first and fourth are correctable. The second is a question for
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investors. The third is a question for the research community.
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### Competitive landscape
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The competitive moat described in Beeble's investor materials is
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eroding rapidly. NVIDIA's DiffusionRenderer (CVPR 2025 Oral, open
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source) performs video-to-PBR decomposition and relighting using video
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diffusion models. Multiple research groups have demonstrated that
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synthetic training data (Blender renders of 3D characters with known
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PBR properties) produces results comparable to lightstage-trained
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methods, without requiring proprietary lightstage captures.
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No patent applications were found for Beeble or its founders related
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to SwitchLight, relighting, or inverse rendering. The CVPR 2024 paper
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has no associated code release.
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## License
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This repository is licensed under
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@ -223,21 +223,67 @@ roughness, metallic. Physical lightstage captures are one way to
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obtain this data, but modern synthetic rendering provides the same
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thing more cheaply and at greater scale:
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- **Unreal Engine MetaHumans**: photorealistic digital humans with
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full PBR material definitions. Render them under varied lighting
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and you have ground-truth PBR for each frame.
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- **Blender character generators** (Human Generator, MB-Lab):
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- **Blender character generators** (Human Generator, MB-Lab, MPFB2):
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produce characters with known material properties that can be
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rendered procedurally.
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rendered procedurally. Blender's Cycles renderer outputs physically
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accurate PBR passes natively. Fully open source, no licensing
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restrictions for AI training.
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- **Houdini procedural pipelines**: can generate hundreds of
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thousands of unique character/lighting/pose combinations
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programmatically.
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- ~~**Unreal Engine MetaHumans**~~: photorealistic digital humans
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with full PBR material definitions. However, **the MetaHuman EULA
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explicitly prohibits using MetaHumans as AI training data**: "You
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must ensure that your activities with the Licensed Technology do
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not result in using the Licensed Technology as a training input or
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prompt-based input into any Generative AI Program." MetaHumans can
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be used within AI-enhanced workflows but not to train AI models.
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The ground truth is inherent in synthetic rendering: you created the
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scene, so you already have the PBR maps. A VFX studio with a
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standard character pipeline could generate a training dataset in a
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week.
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### Existing datasets and published results
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The lightstage data advantage that the CVPR paper frames as a
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competitive moat was real in 2023-2024. It is no longer.
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**Public OLAT datasets now rival Beeble's scale:**
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- **POLAR** (Dec 2025, public) -- 220 subjects, 156 light directions,
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32 views, 4K, 28.8 million images total. Beeble's CVPR paper reports
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287 subjects. POLAR is at 77% of that count, freely available.
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https://rex0191.github.io/POLAR/
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- **HumanOLAT** (ICCV 2025, public gated) -- 21 subjects, full body,
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40 cameras at 6K, 331 LEDs. The first public full-body OLAT dataset.
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https://vcai.mpi-inf.mpg.de/projects/HumanOLAT/
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**Synthetic approaches already match lightstage quality:**
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- **SynthLight** (Adobe/Yale, CVPR 2025) -- trained purely on ~350
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synthetic 3D heads rendered in Blender with PBR materials. Achieves
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results comparable to lightstage-trained methods on lightstage test
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data. No lightstage data used at all.
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https://vrroom.github.io/synthlight/
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- **NVIDIA Lumos** (SIGGRAPH Asia 2022) -- rendered 300k synthetic
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samples in a virtual lightstage. Matched state-of-the-art
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lightstage methods three years ago.
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- **OpenHumanBRDF** (July 2025) -- 147 human models with full PBR
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decomposition including SSS, built in Blender. Exactly the kind
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of dataset needed for training PBR decomposition models.
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https://arxiv.org/abs/2507.18385
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**Cost to replicate:** Generating a competitive synthetic dataset
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costs approximately $4,500-$18,000 total (Blender + MPFB2 for
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character generation, Cycles for rendering, cloud GPUs for compute).
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Raw GPU compute for 100k PBR renders is approximately $55 on an A100.
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CHORD (Ubisoft) trained its PBR decomposition model in 5.2 days on
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a single H100, costing approximately $260-500 in compute.
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With model sizes under 2 GB (based on the encrypted model files in
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Beeble's distribution) and standard encoder-decoder architectures,
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the compute cost to train equivalent models from synthetic data is
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@ -246,7 +292,8 @@ modest--well within reach of independent researchers or small studios.
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This does not mean Beeble's trained weights are worthless. But the
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barrier to replication is lower than the marketing suggests,
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especially given that the model architectures are standard
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open-source frameworks.
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open-source frameworks and equivalent training data is now publicly
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available.
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## 5. Relighting
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@ -256,13 +303,49 @@ relighting. This is the least well-characterized stage in our
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analysis--the relighting model's architecture could not be determined
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from the available evidence.
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### AI-based relighting
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### NVIDIA DiffusionRenderer (replaces both PBR decomposition AND relighting)
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This is the most significant recent development. NVIDIA's
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DiffusionRenderer does the same thing as Beeble's entire core
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pipeline--video to PBR passes plus relighting--in a single open-source
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system.
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- **DiffusionRenderer** (NVIDIA, CVPR 2025 Oral--the highest honor)
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-- a general-purpose method for both neural inverse and forward
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rendering. Two modes:
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- **Inverse**: input image/video → geometry and material buffers
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(albedo, normals, roughness, metallic)
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- **Forward**: G-buffers + environment map → photorealistic relit
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output
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The upgraded **Cosmos DiffusionRenderer** (June 2025) brings
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improved quality powered by NVIDIA Cosmos video foundation models.
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GitHub: https://github.com/nv-tlabs/cosmos-transfer1-diffusion-renderer
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Academic version: https://github.com/nv-tlabs/diffusion-renderer
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Weights: https://huggingface.co/collections/zianw/cosmos-diffusionrenderer-6849f2a4da267e55409b8125
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**License: Apache 2.0 (code), NVIDIA Open Model License (weights)**
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Hardware: approximately 16GB VRAM recommended.
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**ComfyUI integration**: A community wrapper exists at
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https://github.com/eggsbenedicto/DiffusionRenderer-ComfyUI
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(experimental, Linux tested). Requires downloading the Cosmos
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DiffusionRenderer checkpoints and NVIDIA Video Tokenizer
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(Cosmos-1.0-Tokenizer-CV8x8x8).
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This is a direct, open-source replacement for Beeble's core value
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proposition, backed by NVIDIA's resources and published as the
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highest-rated paper at CVPR 2025.
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### IC-Light (image relighting)
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- **IC-Light** (ICLR 2025, by lllyasviel / ControlNet creator) --
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the leading open-source relighting model. Two modes: text-conditioned
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(describe the target lighting) and background-conditioned (provide a
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background image whose lighting should be matched). Based on Stable
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Diffusion.
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the leading open-source image relighting model. Two modes:
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text-conditioned (describe the target lighting) and
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background-conditioned (provide a background image whose lighting
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should be matched). Based on Stable Diffusion. V2 available with
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16-channel VAE.
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GitHub: https://github.com/lllyasviel/IC-Light
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IC-Light uses diffusion-based lighting transfer rather than
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@ -330,7 +413,8 @@ model = timm.create_model('vit_large_patch14_dinov2.lvd142m',
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| Metallic | SMP + timm backbone (proprietary weights) | CHORD / RGB-X | Weaker for portraits |
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| Specular | SMP + timm backbone (proprietary weights) | CHORD / RGB-X | Weaker for portraits |
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| Super resolution | RRDB-Net (open source) | ESRGAN / Real-ESRGAN | Identical (same model) |
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| Relighting | Proprietary (not fully characterized) | IC-Light / manual | Different approach |
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| Relighting | Proprietary (not fully characterized) | DiffusionRenderer / IC-Light / manual | Comparable (DiffusionRenderer) |
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| Full inverse+forward rendering | Entire pipeline | DiffusionRenderer (NVIDIA, CVPR 2025) | Direct open-source competitor |
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The "Beeble model" column reflects what was found in the application
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binary, not what the CVPR paper describes. See
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@ -350,6 +434,15 @@ models were trained on material textures and interior scenes. However,
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as discussed above, the barrier to creating equivalent training data
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using synthetic rendering is lower than commonly assumed.
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Where DiffusionRenderer changes the picture: NVIDIA's
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DiffusionRenderer (CVPR 2025 Oral) handles both inverse rendering
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(video → PBR maps) and forward rendering (PBR maps + lighting →
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relit output) in a single open-source system. This is the first
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open-source tool that directly replicates Beeble's entire core
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pipeline, including relighting. It is backed by NVIDIA's resources,
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uses Apache 2.0 licensing for code, and has a ComfyUI integration
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available.
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Where open-source wins on flexibility: manual relighting in
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Blender/Nuke with the extracted PBR passes gives full artistic control
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that Beeble's automated pipeline does not offer.
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@ -369,9 +462,11 @@ need high-quality material properties, Beeble's model still has an
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edge due to its portrait-specific training data. But the gap is
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narrowing as models like CHORD improve.
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If you use Beeble for one-click relighting, IC-Light provides a
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different but functional alternative, and manual PBR relighting in
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Blender/Nuke gives you more control.
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If you use Beeble for one-click relighting, NVIDIA's
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DiffusionRenderer is a direct open-source competitor that handles both
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PBR decomposition and relighting in a single system. IC-Light provides
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a diffusion-based alternative, and manual PBR relighting in
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Blender/Nuke gives you full artistic control.
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The core value proposition of Beeble Studio--beyond the models
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themselves--is convenience. It packages everything into a single
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@ -235,6 +235,14 @@ into which tracker variant Beeble uses, the exact license obligation
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cannot be determined. If an AGPL-3.0 tracker is used, the license
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requirements would be significantly more restrictive than MIT.
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If an AGPL-3.0 tracker is used, the implications would extend far
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beyond attribution. AGPL-3.0 requires making the complete source code
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of the incorporating application available to users--effectively
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requiring Beeble to open-source its entire application. This is among
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the most restrictive open-source licenses and represents a
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significantly different risk profile than the MIT/Apache non-compliance
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discussed elsewhere in this document.
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### DexiNed (edge detection)
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- **Repository**: https://github.com/xavysp/DexiNed
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@ -113,6 +113,14 @@ website, documentation, FAQ, and research pages were reviewed to
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understand how the technology is described to users. All public
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claims were archived with URLs and timestamps.
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The manifest confirms Python 3.11 as the runtime (via the presence of
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`libpython3.11.so.1.0` in the downloaded files). TensorRT 10.12.0 was
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also identified, and notably, builder resources are present alongside
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the runtime--not just inference libraries. The presence of TensorRT
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builder components suggests possible on-device model compilation,
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meaning TensorRT engines may be compiled locally on the user's GPU
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rather than shipped as pre-built binaries.
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## What was not done
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110
docs/REPORT.md
110
docs/REPORT.md
@ -15,9 +15,14 @@ maps, base color, roughness, specular, and metallic passes, along
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with AI-driven relighting capabilities.
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Beeble markets its pipeline as being "Powered by SwitchLight 3.0,"
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their proprietary video-to-PBR model published at CVPR 2024. The
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application is sold as a subscription product, with plans starting
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at $42/month.
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their proprietary video-to-PBR model. The original SwitchLight
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architecture was published at CVPR 2024 as a highlight paper (top
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~10% of accepted papers), but that paper describes SwitchLight 1.0.
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The product has since gone through at least two major rebuilds:
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SwitchLight 2.0 (June 2025, described by Beeble as a "complete
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architecture rebuild") and SwitchLight 3.0 (November 2025, marketed
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as a "true video model"). The application is sold as a subscription
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product, with plans starting at $42/month.
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This analysis was prompted by observing that several of Beeble
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Studio's output passes closely resemble the outputs of well-known
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@ -423,8 +428,18 @@ standard in ML applications:
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| Flet | Apache 2.0 | Cross-platform GUI framework |
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| SoftHSM2 / PKCS#11 | BSD 2-Clause | License token validation |
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| OpenSSL 1.1 | Apache 2.0 | Cryptographic operations |
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| botocore (AWS SDK) | Apache 2.0 | Cloud connectivity (1,823 service files) |
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Two entries deserve mention. **Pyarmor** (runtime ID
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Three entries deserve mention. **botocore** is the AWS SDK core
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library, bundled with 1,823 service definition files covering 400+
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AWS services. For an application whose product page states "Your
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files never leave your machine," the presence of the full AWS SDK
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raises questions about what network connectivity the application
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maintains. This analysis did not perform network monitoring to
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determine what connections, if any, the application makes during
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normal operation.
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**Pyarmor** (runtime ID
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`pyarmor_runtime_007423`) is used to encrypt all of Beeble's custom
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Python code--every proprietary module is obfuscated with randomized
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names and encrypted bytecode. This prevents static analysis of how
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@ -456,6 +471,17 @@ This is presented as a unified system where intrinsic decomposition
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step in the relighting pipeline. The paper's novelty claim rests
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partly on this physics-driven architecture.
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An important caveat: the CVPR paper describes SwitchLight 1.0.
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The shipped product is SwitchLight 3.0, which Beeble says went
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through two major rebuilds. SwitchLight 2.0 (June 2025) was described
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as a "complete architecture rebuild" that removed the alpha mask
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requirement and extended from isolated humans to full scenes.
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SwitchLight 3.0 (November 2025) was described as a "true video
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model" with multi-frame processing, replacing the per-frame
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architecture. The paper's physics-based architecture may not reflect
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what is currently deployed. The binary analysis that follows applies
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to the deployed product, not the CVPR paper.
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### 4.2 What the binary contains
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A thorough string search of the 2GB process memory dump and the 56MB
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@ -604,7 +630,7 @@ available evidence, not as a certainty.
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Beeble uses two layers of protection to obscure its pipeline:
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**Model encryption.** The six model files are stored as `.enc`
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files encrypted with AES. They total 4.4 GB:
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files encrypted with AES. They total 4.3 GB:
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| File | Size |
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|------|------|
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@ -762,16 +788,58 @@ replicating each stage of the pipeline with open-source tools.
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There is a common assumption that the training data represents a
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significant barrier to replication--that lightstage captures are
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expensive and rare, and therefore the trained weights are uniquely
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valuable. This may overstate the difficulty. For PBR decomposition
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training, what you need is a dataset of images paired with
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ground-truth PBR maps (albedo, normal, roughness, metallic). Modern
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3D character pipelines--Unreal Engine MetaHumans, Blender character
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generators, procedural systems in Houdini--can render hundreds of
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thousands of such pairs with varied poses, lighting, skin tones, and
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clothing. The ground truth is inherent: you created the scene, so you
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already have the PBR maps. With model sizes under 2 GB and standard
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encoder-decoder architectures, the compute cost to train equivalent
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models from synthetic data is modest.
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valuable. As of late 2025, this assumption is increasingly difficult
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to sustain.
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Multiple public datasets now provide the kind of paired image +
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ground-truth PBR data needed for training:
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- **POLAR** (December 2025): 220 subjects, 156 light directions, 32
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views, 4K resolution, 28.8 million images. This is comparable in
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scale to the 287 subjects cited in Beeble's CVPR paper.
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- **HumanOLAT** (ICCV 2025): the first public full-body lightstage
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dataset, 21 subjects, 331 OLAT lighting conditions.
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- **OpenHumanBRDF** (July 2025): 147 human models with full PBR
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properties (diffuse, specular, SSS) in Blender.
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- **MatSynth** (CVPR 2024): 433 GB of CC0/CC-BY PBR material maps,
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used to train Ubisoft's CHORD model.
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Published results further undermine the lightstage data moat.
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**SynthLight** (CVPR 2025) trained purely on ~350 synthetic Blender
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heads and matched the quality of lightstage-trained methods. **NVIDIA
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Lumos** (SIGGRAPH Asia 2022) matched state-of-the-art with 300,000
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synthetic samples. **DiFaReli++** outperformed lightstage baselines
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using only 2D internet images.
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The cost estimates are modest. Ubisoft's CHORD model was trained in
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5.2 days on a single H100 GPU (~$260-500 in cloud compute). A full
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replication effort--synthetic dataset generation plus model training
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--has been estimated at $4,500-$18,000, a fraction of Beeble's $4.75M
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seed round.
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Note: Unreal Engine MetaHumans, while visually excellent, cannot
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legally be used for AI training. Epic's MetaHuman EULA explicitly
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prohibits "using the Licensed Technology as a training input...into
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any Generative AI Program." Blender with the MPFB2 plugin is a
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viable alternative for synthetic data generation without license
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restrictions.
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The competitive landscape shifted significantly in 2025. NVIDIA's
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**DiffusionRenderer** (CVPR 2025 Oral--the highest honor) performs
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both inverse rendering (video → PBR maps) and forward rendering (PBR
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maps + lighting → relit output) using video diffusion models. It is
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open source (Apache 2.0 code, NVIDIA Open Model License for weights)
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and has a ComfyUI integration. This is the first open-source system
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that directly replicates Beeble's entire core pipeline, including
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relighting, backed by NVIDIA's resources. See
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[COMFYUI_GUIDE.md](COMFYUI_GUIDE.md) for integration details.
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No patent applications were found for Beeble or its founders related
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to SwitchLight, relighting, or inverse rendering (searched USPTO and
|
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Google Patents, January 2026; note the 18-month publication delay for
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recent filings). The CVPR 2024 paper has no associated code release.
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Together with the architecture findings in section 4, this suggests
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limited defensibility against open-source replication.
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None of this means Beeble has no value. Convenience, polish, and
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integration are real things people pay for. But the gap between
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@ -824,12 +892,12 @@ Electron app's 667 JavaScript files. It is a marketing name that
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refers to no identifiable software component.
|
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|
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The CVPR 2024 paper describes a physics-based inverse rendering
|
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architecture. The deployed application contains no evidence of
|
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physics-based rendering code at inference time. The most likely
|
||||
explanation is that the physics (Cook-Torrance rendering) was used
|
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during training as a loss function, and the deployed model is a
|
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standard feedforward network that learned to predict PBR channels
|
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from that training process.
|
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architecture for SwitchLight 1.0. The deployed product is SwitchLight
|
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3.0, which went through at least two "complete architecture rebuilds."
|
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The application contains no evidence of physics-based rendering code
|
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at inference time. This could mean the physics (Cook-Torrance
|
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rendering) was used during training as a loss function, that the
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architecture was replaced during the rebuilds, or both.
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Beeble's marketing attributes the entire pipeline to SwitchLight
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3.0. The evidence shows that alpha mattes come from InSPyReNet, depth
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|
||||
@ -234,6 +234,13 @@ When running these commands, look for:
|
||||
directory versus total packages reveals the scope of missing
|
||||
attribution
|
||||
|
||||
- **AWS SDK presence**: The application bundles botocore with 1,823
|
||||
service definition files for 400+ AWS services. For an application
|
||||
that claims "Your files never leave your machine," the presence of
|
||||
the full AWS SDK raises questions about network connectivity.
|
||||
Network monitoring during normal operation would reveal what
|
||||
connections the application makes.
|
||||
|
||||
|
||||
## What not to do
|
||||
|
||||
|
||||
@ -152,6 +152,171 @@ As of January 2026, the company appears to have approximately 9
|
||||
employees.
|
||||
|
||||
|
||||
## Version history
|
||||
|
||||
| Version | Approximate date | Key changes |
|
||||
|---------|-----------------|-------------|
|
||||
| SwitchLight (mobile app) | 2022-2023 | Photo relighting app for iOS, 3M+ downloads claimed. Selfie/portrait focus. |
|
||||
| SwitchLight 1.0 | Late 2023 - early 2024 | First VFX tool. Required alpha mask input. Isolated humans only. Architecture described in CVPR 2024 paper. Per-frame processing. |
|
||||
| SwitchLight 2.0 | June 30, 2025 | "Complete architecture rebuild." No alpha mask required. Full-scene PBR maps (not just isolated subjects). Claimed 10x larger model, 13x more training data than 1.0. Still per-frame with post-processing deflicker. 2K resolution limit (cloud). 8-bit PNG output. User data training controversy (see below). |
|
||||
| SwitchLight 3.0 | November 5, 2025 | Marketed as "true video model" with multi-frame processing. Claimed 10x more training data than 2.0 (130x more than 1.0). 4K resolution support. 16-bit EXR output. Desktop app (Beeble Studio) launched for local GPU processing. Paid users exempt from data training. |
|
||||
|
||||
Source: beeble.ai/research/switchlight-2-0-is-here,
|
||||
beeble.ai/research/switchlight-3-0-is-here
|
||||
|
||||
|
||||
## Team and leadership
|
||||
|
||||
Beeble was founded in 2022 in Seoul, South Korea by five co-founders
|
||||
who previously worked at the AI research and machine learning team of
|
||||
Krafton Inc., a South Korean game publisher.
|
||||
|
||||
**CEO: Hoon Kim**
|
||||
- B.S. and M.S. in Electrical Engineering from KAIST (2012-2019)
|
||||
- Research scientist at Lunit (medical AI, 2019-2020)
|
||||
- Deep learning research scientist at Krafton Inc. (voice synthesis
|
||||
team leader, 2020-2022)
|
||||
- 6 peer-reviewed papers at ICLR, AAAI, ICML workshop
|
||||
- Prior research was in autonomous driving (sim-to-real transfer,
|
||||
vehicle collision prediction) and voice synthesis--not in computer
|
||||
vision, relighting, or PBR decomposition
|
||||
- The SwitchLight paper is his first publication in relighting
|
||||
|
||||
Source: gnsrla12.github.io/About-myself/
|
||||
|
||||
**Paper co-author: Sanghyun Woo** (last/senior author on the CVPR paper)
|
||||
- Ph.D. from KAIST, currently Senior Research Scientist at Google
|
||||
DeepMind
|
||||
- Previously Faculty Fellow at NYU Courant (hosted by Saining Xie)
|
||||
- Creator of CBAM (Convolutional Block Attention Module, ECCV 2018)
|
||||
with 34,000+ citations
|
||||
- Co-author on ConvNeXt V2 (CVPR 2023), Cambrian-1 (NeurIPS 2024 Oral)
|
||||
- Listed as affiliated with NYU on the SwitchLight paper, not Beeble
|
||||
- Whether his involvement extends beyond the CVPR 2024 paper is
|
||||
unknown
|
||||
|
||||
Source: sites.google.com/view/sanghyunwoo/
|
||||
|
||||
**Team size:** 9 employees as of early 2026. With 5 co-founders, this
|
||||
means approximately 4 non-founder employees.
|
||||
|
||||
|
||||
## Products and pricing
|
||||
|
||||
**Beeble Cloud** (web app): Credit-based processing. Free tier
|
||||
(15-second clips), Creator $19/month, Professional $75/month.
|
||||
|
||||
**Beeble Studio** (desktop app): Local GPU processing.
|
||||
Indie $504/year ($42/month, for studios under $200K revenue),
|
||||
Standard $3,000/year ($250/month).
|
||||
|
||||
**SwitchLight API**: Available at switchlight-api.beeble.ai for
|
||||
developer integration.
|
||||
|
||||
**Mobile app**: SwitchLight photo editor on iOS, 3M+ downloads
|
||||
claimed. This is a consumer selfie relighting app, not a professional
|
||||
VFX tool.
|
||||
|
||||
**Plugins**: Nuke, Blender, Unreal Engine integration.
|
||||
|
||||
The original SwitchLight Studio product was shut down and merged into
|
||||
Beeble Studio. The switchlight-studio.beeble.ai domain displays a
|
||||
"Closing" notice.
|
||||
|
||||
Source: beeble.ai/pricing, beeble.ai/pricing-cloud
|
||||
|
||||
|
||||
## User data training controversy
|
||||
|
||||
When SwitchLight 2.0 launched in mid-2025, CG Channel reported that
|
||||
Beeble's terms of use allowed user-uploaded content to be used for AI
|
||||
training. This caused significant backlash in the VFX community, where
|
||||
studios are protective of proprietary footage.
|
||||
|
||||
Beeble responded by changing policy: paid subscribers' content is no
|
||||
longer used for training (as of the SwitchLight 3.0 launch in November
|
||||
2025). Free tier uploads may still be used. The Beeble Studio desktop
|
||||
app was positioned as the privacy-focused alternative, with all
|
||||
processing running locally.
|
||||
|
||||
Source: cgchannel.com/2025/11/beeble-launches-switchlight-3-0/
|
||||
|
||||
|
||||
## Interview statements
|
||||
|
||||
In a September 2025 interview with Digital Production magazine
|
||||
("We have to talk about Switchlight 2.0"), CEO Hoon Kim stated:
|
||||
|
||||
> At its core, it's a neural net doing the heavy lifting.
|
||||
|
||||
When asked for architecture details, he said he "couldn't share more
|
||||
details beyond that."
|
||||
|
||||
On training data, Kim stated all data was "created in-house using
|
||||
scans of real humans and objects" with "no movies, films, or
|
||||
third-party content used."
|
||||
|
||||
Source: digitalproduction.com/2025/09/05/we-have-to-talk-about-switchlight-2-0/
|
||||
|
||||
|
||||
## Production credits
|
||||
|
||||
Boxel Studio used SwitchLight for VFX relighting sequences on
|
||||
*Superman & Lois*. This appears to be Beeble's most prominent
|
||||
production credit.
|
||||
|
||||
Source: boxelstudio.com/beeble-switchlight/
|
||||
|
||||
|
||||
## Patent filings
|
||||
|
||||
No patent applications or grants were found for Beeble Inc. or any of
|
||||
its founders related to SwitchLight, relighting, or inverse rendering.
|
||||
Searches were conducted on USPTO Patent Public Search and Google
|
||||
Patents for "Beeble," "Hoon Kim," "SwitchLight," and "portrait
|
||||
relighting neural network."
|
||||
|
||||
Note: Patent applications have an 18-month publication delay from
|
||||
filing, so recent applications may not yet be visible.
|
||||
|
||||
Searched: January 2026
|
||||
|
||||
|
||||
## CVPR paper reception
|
||||
|
||||
The SwitchLight paper was accepted as a CVPR 2024 highlight paper
|
||||
(top ~10% of accepted papers out of 11,532 submissions). Beeble
|
||||
claimed perfect 5/5/5 reviewer scores.
|
||||
|
||||
The paper is cited as "state-of-the-art" in IC-Light's ICLR 2025
|
||||
paper and is referenced in the Awesome-Relighting curated list.
|
||||
No public criticisms of the paper were found, though CVPR reviews
|
||||
are confidential.
|
||||
|
||||
The paper has no associated code release. The beeble-ai/SwitchLight-
|
||||
Studio GitHub repository contains only desktop application scripts
|
||||
and integration helpers, not model code. For a CVPR highlight paper,
|
||||
the absence of a code release is notable.
|
||||
|
||||
The arXiv version is licensed CC BY-NC-SA 4.0 (non-commercial).
|
||||
|
||||
Source: x.com/beeble_ai/status/1763564054529159548
|
||||
|
||||
|
||||
## Community presence
|
||||
|
||||
As of January 2026, there is minimal Reddit discussion of Beeble or
|
||||
SwitchLight on r/vfx, r/compositing, or r/NukeVFX. For a tool that
|
||||
has been used on a major television production (Superman & Lois) and
|
||||
claims 3M mobile app downloads, the lack of organic community
|
||||
discussion is notable.
|
||||
|
||||
There is a separate, unrelated company called "Beeble" (based in
|
||||
Latvia, offering encrypted email and cloud storage) that has an
|
||||
AppSumo listing with poor reviews. This is not the same as Beeble AI
|
||||
but creates brand confusion.
|
||||
|
||||
|
||||
## Notable patterns
|
||||
|
||||
Beeble's marketing consistently attributes the entire Video-to-VFX
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user