On June 3, 2026, Fei-Fei Li published a taxonomy that assigns every system calling itself a "world model" to one of three functions: renderer, simulator, or planner. The piece, posted to Li's personal Substack, is the most precise public statement the World Labs CEO has made about what separates a genuine world model from a video generator with better marketing.
From Video Generator to Physics Engine: the Renderer-Simulator Gap
The sharpest point in Li's taxonomy is the distinction between a renderer and a simulator. A renderer takes inputs, whether text, image, or video, and produces pixels: a visual representation of what a scene looks like. Most AI systems currently described as world models, including video generators such as Sora, Runway, and Kling, are renderers by this definition. Li's taxonomy is explicit: systems that stop at the renderer stage are not true world models.
A simulator outputs state rather than pixels. Its output is a geometrically and physically faithful representation that programs can compute on directly: collider meshes, material properties, spatial coordinates, the data a game engine or robotics simulation pipeline consumes. The distinction is consequential for any application where the downstream consumer is a machine rather than a human viewer. A renderer conveys what the world looks like; a simulator conveys how it behaves.
The third function, the planner, closes a continuous loop. A planner takes observations as input and produces actions, connecting perception to behavior. Li's paper positions this as the synthesis of the first two: without a grounded simulator, a planner's action outputs are disconnected from physical reality. Together, renderer, simulator, and planner form what Li describes as "an interconnected loop" that underpins spatial intelligence, per TechTimes' June 2026 coverage.
How Marble Sits at the Renderer-Simulator Intersection
Marble, World Labs' first commercial product, launched in limited beta in November 2025 and moved to general commercial availability in February 2026, timed to the company's $1 billion growth round. Its technical architecture was designed specifically to bridge the renderer-simulator divide.
