@iggh212
Joined August 2022
【SIGGRAPH Asia 2026】Official repo for the paper "PanoWorld: A Generative Spatial World Model for Consistent Whole-House Panorama Synthesis" github.com/jjrCN/PanoWorld PanoWorld generates consistent whole-house 360-degree panoramas from floorplan-guided viewpoints and a style reference. The pipeline couples high-fidelity 2D panorama generation with an explicit renderable 3DGS memory state reconstructed by PanoWorld-LRM.
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Every field seems to be confronting some form of misalignment with AI; see, for example, mathandai.org/. I am attending ECCV this week, and in my own field of 3D vision, there were serious debates in the workshops about whether explicit 3D representations are still necessary for many 3D-related tasks, such as novel-view synthesis and robotic action. One increasingly influential view is that video generative models have become so powerful that we can simply dispense with explicit 3D. I would not necessarily disagree if the sole objective is to achieve strong performance on benchmarks or practical tasks. Given the limited availability of explicit 3D training data, approaches built around explicit 3D representations can currently be outperformed by alternatives that exploit much larger sources of 2D and video data. But, much like the mathematicians above argue, science is not just about achieving better numbers. Understanding is also extremely important. Explicit 3D, for example, gives us a language in which to define and reason about multi-view consistency. If one of our goals is to understand why a method works and what it has actually learned, I do not see how we can simply throw explicit 3D away. Without such understanding, how can we know when a method will fail, or whether it will behave correctly in corner cases that are poorly represented in the training distribution? Fortunately, I was also very happy to hear several interesting talks at ECCV that emphasized understanding rather than performance alone—for example, Christian Rupprecht's talk at the SFM-DL workshop.
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我直接说结论。 大部分工作都可以用AI Agent来辅助,未来绝大部分的工作模式都是human-agent-human-agent一个infinite loop,那么决定一份工作能被AI替代掉的一个核心指标,就是这份工作中能够守住human in the loop的比例。 同样是程序员,绝大多数高强度贴近业务的工作,就是需要高强度human in the loop,这种工作里30%是coding,70%是code review、测试、设计、deployment、开会、组织管理等等,用AI Agent能替代的工作非常有限,除了能替代90%的coding时间,替代30%的设计、测试、code review时间,其他的很难替代。 相反很多做compiler、OS kernel、virtual machine/container、接近标准化infra、mlsys、PL相关工作的程序员,还有类似各个专业的仿真和模拟计算(生物、材料、化学、物理、流体力学、信号、电气电机),绝大多数工作内容可以在本地完备运行测试,被AI Agent替代的概率将会大大提高。 当然最可能被替代的就是pure math和TCS相关的工作,一台电脑简直就是AI Agent天然游乐场,一个人蹬20个agent工作100小时以上,完全不用human in the loop,这种工作是最危险的。
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raccoon retweeted
Here is my favorite work on deep learning theory that I think should be better known. When neural networks become large enough, there is a dramatic and qualitative change in their solution space - suddenly, all local minima become global and connected. arxiv.org/abs/1901.07417
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City Scale 3D Gaussian Splat scans in game engine. Huge open map games like GTA will be much faster to make with this ? Little to no visible LOD popping, kinda like Nanite but for Gaussian Splats. Rendered in Real Time with AirVis. UE plugin: with collision, relighting, shadows coming soon, will be available for free. Scan by: Andrii Shramko airvis.com/view/wtyvCr8G7roy…
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raccoon retweeted
科普长文:各家AI芯片的架构 梳理了每家AI芯片的架构和发展历史,内容非常详实。简单总结: 大模型本质上就是在疯狂做矩阵乘法。但现在算力增长太快,内存传输数据的速度跟不上了,数据搬运成了最大的瓶颈。为了解决这个问题,几家大厂给出了完全不同的解决思路: NVIDIA GPU:老大哥走的是全能路线。芯片上有成千上万个小核心并发干活,硬件和 CUDA 软件生态高度绑定。虽然芯片设计很复杂,但通用性极强,不仅能训练大模型,还能用来渲染图形、做科学计算。 Google TPU:Google 专为矩阵计算定制了脉动阵列。它不搞复杂的硬件调度,全靠自家的 XLA 编译器提前规划好每一步。硬件结构精简很多,能省下大量功耗去堆算力,专门服务 Google 自家的大模型和业务。 AMD GPU:AMD 的核心逻辑是堆大显存和走开源路线。芯片计算单元设计相对保守,但在显存容量上非常大方,能直接在单台机器里塞下更大的模型,同时联合行业力量推开放标准来抗衡 NVIDIA。 Cerebras WSE:想法最激进的一家。别家都是把整块晶圆切成几百颗小芯片,Cerebras 直接不切了,做出一整块像餐盘那么大的巨型芯片。数据全在片上高速传输,生成文字的速度极快,但造价昂贵、功耗极高。 AWS Trainium:亚马逊走高性价比的云端定制路线。它借鉴了 Google 的脉动阵列和编译器思路,重点打磨网络互联,把通信模块做进硬件里,目标就是让开发者在 AWS 云上以更低的成本跑模型。 Groq LPU:追求极致的确定性。它去掉了传统芯片里所有不确定的缓存和预测机制,完全由编译器按时钟周期精准安排任务。文字输出延迟极低,但单颗芯片容量很小,跑大模型得拼上几百颗。 博客全文:jacobpeake.com/ai-chip-archi…
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raccoon retweeted
Consensus estimate is that ~15GW of AI compute produced in 2027 cannot be turned on in 2027. This is harder than just finding power, as you also need to build out all the transformers, wiring, liquid-cooling, (massive) chillers & complex networking. grok.com/share/bGVnYWN5_4f06…
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Agree the opinion from @jiajunwu_cs , Code will build Visual and Physical Intelligence
We introduce Code-as-World 🌍, a new paradigm for representing the physical world as executable code! Pixels capture how the world appears—but not what exists within it, how it evolves, or the mechanisms that govern its behavior. Code-as-World reconstructs visual observations as executable code 💻 that describes a world’s composition, dynamics, and appearance. Through an agentic discovery loop 🔍 , an agent proposes a hypothesis, simulates and renders it, compares the result against observed evidence, and iteratively revises its code. World modeling thus becomes a process of active discovery and verification—not one-shot generation. The resulting executable worlds provide scalable physical supervision, enabling state-of-the-art performance in quantitative physical reasoning 📈 and opening new paths toward physical intelligence. We are releasing the technical report, code, models, project page, and blog. This is one step toward MirroS's broader goal: expressing the physical world in a language that agents can understand, simulate, and verify. We will keep exploring how code and language can provide a shared foundation for physical RSI. 🚀 📝 Blog: mirros.ai/blog/representing-… 📄 Technical Report: mirros.ai/report/code-as-wor… 🌐 Project Page: mirros-lab.github.io/code-as… 💻 Code & Models: github.com/mirros-lab/code-a…
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2026年8月23日,美国数学家、Anthropic⁠ 研究人员 Levent Alpöge 公布了一项可能具有里程碑意义的数学成果:他与 Claude AI 合作提出了六维球面 S^6 存在可积复结构的新构造,试图解决自20世纪40年代以来悬而未决近80年的著名 Hopf Problem,这个问题长期困扰复几何和微分几何界,连菲尔兹奖得主 Michael Atiyah 等顶尖数学家过去的相关证明尝试也未获数学界接受。 此次突破最引人注目之处在于,Claude 在极短时间内找到具体的几何构造,并进一步展开成约 108页的技术手稿,还分析了为何部分既有文献结论无法排除这一构造;随后在 8月27日,数学家 Boris Alexeev 又用 Lean 4 对核心结论进行了形式化验证,Google DeepMind 的 Formal Conjectures 项目已将该问题标记为“research solved”。 如果最终通过全球复几何专家的完整独立审查,这不仅意味着一个持续近80年的著名数学难题被解决,更可能成为迄今AI自主参与发现全新高水平数学结构、完成证明并接受形式化验证的最重大案例之一;不过截至8月29日,专家人工审查仍在进行,因此严格来说它仍应称为“高度可信的重大候选突破”,而不是已经获得数学界最终共识的定理。
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来到推特,我们讨论一下怎么爆破爱女体面绿帽龟男李颖。推特有且只能有一个李老师。这个李老师必须是清华大学毕业,而不是阜阳师范学院。
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AIエージェントの空間理解は、「見えているものがわかる」だけでは足りない(arxiv.org/html/2608.27456v1)。 論文「UrbanGround: From Local Perception to Spatial Agency in a Real-Scale City」は、MLLM(画像と言葉を一緒に扱う大規模言語モデル)が、目の前の情報を移動後も使い続け、状況が変われば計画を直せるかを調べる。 舞台は、香港の領土全体の3D地理データからUnity上に作った実スケールの都市。エージェントは一人称カメラ、地図、移動・視点変更の操作を使い、建物や高低差の衝突判定を受けながら動く。810件の人手検証済みタスクを、エージェントと人間で同じ最大100ステップで試す。添付図は、局所認識から道路封鎖・歩行者対応までを5段階に積んだ評価ラダーを示している。 レベル1は見えている物の認識、方向理解、足りない情報を探す能動探索。レベル2〜4では短距離・長距離・指示付き・制約付きの移動、目的地の推定、時間窓付きの複数訪問へ広がる。レベル5では、途中で道路が封鎖され、歩行者も動く。 結果がかなり示唆的だ。GPT-5.5は視覚認識の正答率が82.5%なのに、方向理解は40.0%。短距離ナビゲーションは75.0%成功するが、長距離は0.0%。局所的には「何があるか」を見つけられても、数本先の通りまで同じ目標を保持するのが難しい。長距離の半数超は開始時よりゴールに近づくのに、タスク完了率はほぼ0。少し前進する能力と、最後まで到達する能力が分かれている。 環境を変えると、弱点はさらに露出する。道路封鎖ではGPT-5.5の歩行ネットワーク上の行動割合(PNA、行動時間のうち登録された歩行ネットワーク上にいた割合)が94.7%でも、封鎖を守った割合(SPR)は13.3%、到達率は0.0%。歩行者がいる場合もPNAは93.8%だが、衝突率は83.8%。道の上を歩くことと、変化に合わせて安全に計画を更新することは別らしい。 「画像を見て答えられる」ベンチマークだけでは、都市を歩けるAIの実力はわからない。視界から消えた情報を空間状態として保ち、地図上の近さと実際に通れる道を区別し、計画が壊れたら修正する。空間エージェンシーの本体は、認識精度よりもこの閉ループ(行動の結果を次の判断へ戻す仕組み)の維持にあると思う。
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Inside the #DigitalTwin That Managed Singapore’s Marina Bay F1 Race via @WevolverApp #SmartCities #DigitalTransformation #Innovation #Technology
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I’ve officially open-sourced ABYSSAL. 🌊⚡ ABYSSAL is a fully procedural ocean and extreme-weather experience that runs directly in the browser. Waves, volumetric clouds, rain, lightning, hurricanes, waterspouts, rogue waves, and tsunamis are generated in real time using Three.js, WebGL2, and GLSL. The project is still actively being developed, and there’s a lot left to do. Deeper optimization, building the world beneath the ocean’s surface, refining the existing systems, and exploring plenty of ideas I haven’t implemented yet. But that’s also why I wanted to open it now. ABYSSAL is MIT-licensed, so you can explore the code, learn from it, modify it, fork it, and use it as the foundation for your own experiments and projects. Performance note: the demo starts with adaptive resolution enabled and automatically selects a quality tier based on your GPU. If the image looks soft, open the settings panel and raise the quality as far as your device can handle. The experience begins in Cinematic mode, click SANDBOX for full control of the camera, weather, and disasters. Explore the source code: github.com/Token-Gremlin/nat… Play it here: token-gremlin.github.io/natu… Feedback, contributions, experiments, and forks are all welcome.
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Listen to Solar Heavy on Youtube.

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A new Pareto frontier in video pretraining. Excited to introduce LeVJEPA 🔥: a stable, efficient end-to-end pretraining method that matches V-JEPA 2 at up to 20x less pretraining compute! No target encoder, no masked prediction, no stop-gradient or teacher-student schedule. One encoder, trained with a single objective. 🧵
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raccoon retweeted
今天展位来了个老头,非要教我什么强化学习,要不要跟他学啊? 看发量感觉挺厉害的/doge
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1枚の画像から4DGSを作る試み Ahmad Emranian氏による4DGSの実験。 🔹生成AIで画像から動画・360度視点を生成 🔹RealityScanとPostshotで4DGS化 🔹AI動画の形状ブレによる位置合わせが課題 1枚の画像から4D空間を作る制作フローの実験。 詳細はリプ欄。
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D4RT encodes the video once, then queries any 3D point at any time. Depth, tracks, and camera fall out of the same interface. 200+ FPS pose. d4rt-paper.github.io/
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dangerous-person-detection-yolo11 YOLO11 research prototype for detecting people associated with potentially dangerous objects in public-area imagery, with thesis evidence, reproducibility notes, and responsible-use guidance.
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project soli from first principles design.google/library/a-new-…
No camera, no microphone, no additional hardware. Can you Guess how I did this? This really opens new possibilities.
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