📱✨ Scanned using only a smartphone, no manual work... needed 🤯 Check out how our 3D scans perfectly match the real sneaker Left - Photo📷 Right - CGI 🖥️ Full PBR capture at its finest! 🔥👟 #3DScan #TechRevolution #SmartphoneMagic #PBR #MxrTechshow more

M-XR
17,977 Aufrufe • vor 2 Jahren
My Other Automatic Gate Opener — 21 Years in... the Making The farm truck rolls up to the big metal gate. A proud Kentucky gentleman leans out, grinning at his daughter riding shotgun. Dad (with a warm laugh): “Alright, show ‘em how it’s done. This right here… this is my other automatic gate opener.” His daughter — born in 2005, now a grown young woman — hops out with confidence. She strides over, swings the heavy gate open smooth and strong, the kind of motion that comes from years of doing it. Dad (voiceover as the camera follows): “I got this model back in 2005. Installation was the easy part — she came with the best smile in the county. It took her about two and a half years before she could reach the latch on her own, but once she did… game changer. Best investment a man could ever make. No batteries needed, no remotes, just pure farm-raised determination and sweet tea.” She latches the gate open, turns back with a big smile and a thumbs-up. Dad (chuckling): “Zero maintenance, runs on sunshine and hard work, and she still closes it without being asked most days. Folks drop thousands on fancy automatic openers… me? I raised mine.” She climbs back in the truck. Dad gives her a fist bump as they drive on through. Dad (softly, to her): “Best helper — and best daughter — a man could ask for.” Wholesome Kentucky farm life at its finest — real, heartfelt, and built to last. 🇺🇸🚜❤️show more

🌟🇺🇸Nancy Hamm🇺🇸🌟
36,564 Aufrufe • vor 4 Monaten
Congratulations to our winner for the Solo Leveling PC... jedi_master_snorlax 🎉 Also, please be kind to winners, we only have 1 PC to go around for all of you 🥹🙏 How are winners picked for giveaways??⬇️ Since we’ve got a lot of new people in here, let me explain how winners are picked. We use a site called Rafflly (I’ll link it below if you want to check it out and use it for your own giveaways), We pay $50 a month for a subscription since we have so many entries, and that lets us handle all the volume fairly and smoothly, we had 334,264 enter this time around. I’ve also included a video that shows how we link all the accounts together and run a multi network giveaway to pick one lucky person. It’s the best way to keep things fair! After it picks someone we confirm 1 that they are real and 2 they followed all the rules. And just to clear things up, our giveaways are definitely real. Josh and I run them ourselves and we cover the shipping costs out of pocket. The companies we partner with aren’t paying for the shipping or paying us to run them, we do it because we want to give back to the community. It’s a win win, you get free stuff, we get a little exposure, and the brands do too and nothing gets sent to a landfill 👌 Also, big thank you to everyone who entered the Solo Leveling giveaway! Right now, the Hatsune Miku giveaway is live, you’ve got 6 days left to enter 💙✨ And on the 13th, our 3rd giveaway will go live, the all white Cougar PC 🤍🔥 see you then! 💜 Thank you again for all the love and support, it genuinely makes all these giveaways possible!show more

Nay.Tesseract
44,102 Aufrufe • vor 8 Monaten
We found a flaw in Polymarket that can’t be... patched. Then we built the most powerful bot of the World Cup around it. Here’s the flaw: their orderbook will always be slower than the pitch. When a goal, red card, or penalty hits, pro feeds (Sportradar, Opta, ScoutingFeed) register it in 200-500ms. Polymarket takes 2 to 8 seconds to reprice. For those few seconds the book is quoting a score that no longer exists. No amount of engineering closes that gap the event happens in the physical world before any oracle can confirm it on-chain. The engine detects the event, recalculates fair value, and fires via Jito bundles before the book catches up. In at the old price, out at the new. The match outcome is irrelevant we don’t bet on who wins. We capture the lag every event creates. We’ve been building Polymarket bots since 2025. This is the most powerful machine we’ve shipped yet. Two months ago we posted the architecture for this. It hit 1M views one of our most popular posts ever on X. That told us everything: this was the engine to build. First 7 days, - Starting balance: $5,000 - 22 matches scanned, 19 captured - Total profit: +$1,946.86 - ROI: +38.94% in 7 days Why it prints harder than anything we’ve built: the World Cup is the deepest liquidity event prediction markets have ever seen. Tens of millions in volume per match. Dozens of probability-shifting events per game. And an orderbook that physically can’t keep pace with the pitch. How to plug in: 1.Sign up at PolyArbiter (link in bio) 2.Generate PolyArbiter RPC URL 3.Paste it into Jupiter Predict (Polymarket but native on Solana) 4.Set your parameters, activate the World Cup module It’s free to use. We take a share of the profit the engine makes for you. You never deposit anything with us everything runs from your wallet. One honest note: the $1,946 above is our engine at our size and settings. Your numbers depend on your capital, your parameters, and how many matches you’re live for. We’re not promising you’ll match it we’re showing you the machine works, and handing you the same one. These numbers are from the engine running solo. Closed test, just us, before any public access wanted to confirm the whole loop held up end to end before handing it to anyone. That changes the second this goes public. Edge per capture is going to compress. When an event fires the mispriced liquidity is thin and gone in a few seconds more wallets hitting the same window, less left for each. Nothing we can do about it, that’s just how latency arb works. So if the edge thins out past the point where it’s still worth running, we cap access. Hard ceiling on how many engines can hit the same liquidity before it’s gone. Not gonna promise the machine stays this sharp in a few days it might not. But right now it’s live and free. Enjoy 🪄show more

PolyArbiter
100,534 Aufrufe • vor 3 Monaten
AI creations are becoming more impressive, but the most... interesting part is often what happens behind the scenes. Higgsfield has open-sourced its Originals, giving creators access to the prompts, references, and workflows behind these AI films. Now you can see how these creations come together, explore the process, and learn from the techniques behind them. Prompt for this video: Style: 8K IMAX, traditional hand-drawn 2D animation, animated on twos at 12 frames per second — each drawing held for two frames then replaced, choppy stepped motion cadence, visible pose-to-pose timing, distinct keyframe drawings with no smooth in-between interpolation, hand-painted oil-brush texture on every drawing, brushstrokes shifting and redrawn from frame to frame, line jitter and boil between frames. No 3D render, no game engine, no CGI smoothness. The 12 principles of animation throughout: anticipation, squash and stretch, follow-through and overlapping action, slow in/slow out, arcs, secondary action, exaggeration, solid drawing — applied to every element including wolf bodies, clothing, breath, and snow particles. Cinematography: Lubezki / Deakins. Aggressively handheld inside the scene — constant restless shake and jitter every frame, jerky bounce, frame buffeted sideways by gusts, sharp reframing jolts, breathing sway. Horizon never perfectly level. Never gimbal-smooth, never tripod, never dolly, never crane, never aerial. Wide anamorphic approximately 24mm. Shallow depth of field. Camera eye level or below. CHARACTER REFERENCE IS ABSOLUTE — faces and designs from reference images exactly 1-to-1. Reference always overrides text description. CHARACTER TAGS: - THE MOTHER = woman from >>. Bundle clamped to her chest in one arm, the bundle a dark non-glowing shape, faint pale grey breath vapor torn off by the wind, no glow. - THE TODDLER = small girl from >>. Name Umai. - THE WOLVES = animals from >>. Each wolf stands roughly half a human's height at the shoulder. Body length from head to tail equals approximately one full human height. Large, heavy, and low to the ground. - THE FOREST = location from >>. Lighting: no light source, no moon, no stars, no rim light, no contre-jour, no key light. Flat dim diffuse ambient grey-white glow only — no direction, no gradient shading. Flat painted shapes. All forms read as dark silhouettes or mid-grey against white atmosphere. Atmosphere: violent blizzard continuous every frame. Snow driven horizontally. Visibility approximately 3 meters. Rolling white-out waves sweeping the lens. Wind never drops. Hair and robe ends stream sideways with full follow-through and overlapping action. Audio: dominant roaring blizzard wind. THE MOTHER's trembling breath close. Distant low wolf howl buried under wind, barely audible in Shot 2D. No dialogue. No music. No subtitles. SHOT 2C — EXTREME CLOSE-UP handheld on THE MOTHER's eyes. Duration: 3 seconds. COMPOSITION: asymmetric — forbidden: any centered or symmetric framing. One eye occupies the left two-thirds of frame. The other eye cut by the right frame edge — only the inner corner visible. Slight Dutch angle tilt. Lashes ice-crusted and heavy. Whites faintly red-veined from cold and wind. Main eye narrowed, gazing off-screen into far distance below frame. ACTION on twos: eyeball in micro left-right tracking movement — pause — pupils contract sharply — the instant of recognition — eyelids flutter slightly in two held frames — jaw corner tightens off-frame, visible only as a tension in the cheek — breath vapor drifts across the lower corner of frame, torn sideways by wind. Constant handheld micro-shake throughout. A rolling wave of buran briefly obscures the frame. Animated on twos. HARD CUT TO SHOT 2D — WIDE SHOT handheld — wolf pack as shadow mass — distance mode. Duration: approx. 8 seconds. COMPOSITION: asymmetric — forbidden: centered framing. Camera positioned within the tree line, offset to the left. Dense tree trunks occupy and crowd the right third of frame. Open space to the left. Depth axis shifted right, not centered. Wolf pack drives into frame from the lower right — mass heaviest on the right side, left edge showing only sparse fringe and trailing edge. THE PACK — approximately two hundred wolves. They do not exist as individual animals. NOT smoke, NOT mist, NOT vapor — the pack has mass, weight, and momentum. The entire pack moves as a single body of dark water surging downhill — liquid with density and pressure behind it, not diffuse or drifting. It is also shadow: it swallows light rather than reflects it, leaving a presence darker than everything around it in the flat grey-white atmosphere. Water and shadow — these two qualities together, never smoke. Movement pace: swift and relentless — faster than expected for something so massive, the speed of a flash flood or a river breaking its banks, not slow and rolling. The mass covers ground urgently, with weight and velocity combined. Mass density clearly differentiated: the core is near-opaque dense black like deep water — solid, heavy, light-swallowing — toward the edges it thins like water spreading at its margins, individual silhouettes briefly legible at the fringe then reabsorbed into the core. The edge is not soft or diffuse like smoke — it is the ragged turbulent edge of moving water. Large waves and small waves alternating with speed: heavy large waves surge and crest — small fast wave-crests explode between them. White teeth are the only thing in frame that does not belong to the shadow — solid, material, flashing simultaneously at multiple points as wave-crests break, then swallowed back. Skull outlines breach the surface and are pulled under like objects in fast current. Charcoal black with deep navy-blue sheen. Amber-yellow eye-points ignite in clusters in the darkness then extinguish in batches like bioluminescence in black water. Black water flood pours between the tree trunks — trunks submerged by black then re-emerging as the mass passes. Contrast: white blizzard / black wolf mass — white fear, black death. Camera near-still, breathing micro-shake only — as if the observer has instinctively stopped breathing. Animated on twos. Constraints: wolf pack is NEVER smoke, mist, or vapor — it has mass, weight, density, and speed — it is water and shadow. Wolf pack is NEVER a collection of individually animated animals — always a single fluid mass. DISTANCE MODE: mass coherence is absolute, individual wolves do not detach or become readable as separate figures. White teeth are the ONLY non-shadow element within the pack mass. Amber-yellow eye-points appear and extinguish in clusters, never individually. No warm light source anywhere in any frame. No rim light, no backlight, no moonlight — flat grey-white diffuse ambient only. No amber glow from forest reference applied. Camera handheld throughout — never stabilized, never smooth. Animated on twos throughout, no interpolation. 11 seconds total. 12fps. 8K. No music. SFX only. No subtitles. No 3D.show more

Latte
13,565 Aufrufe • vor 2 Monaten
Seedance 2.0 on Higgsfield AI The visual fidelity and... scene consistency bring this pirate adventure to life like never before.Every cut feels intentional immersive and ready for the big screen. Full open sourced prompts & assets below: SCENE CONTEXT Bright day at sea aboard a sailing galleon. Captain Eduardo bursts out of the sterncastle door onto the deck; his scarlet macaw lands on his LEFT shoulder mid-stride. He runs up to the quarterdeck where a lookout crewman watches the horizon through a brass spyglass, takes the spyglass and looks himself: a distant island, and a violent optical crash zoom finds a small futuristic hard case on the beach. Then a second crewman runs up, grabs his arm and points the OTHER way, astern — Eduardo turns: a black-sailed pirate ship very far behind them, a speck on the horizon. He does not raise the spyglass — he just stands and stares at the distant black sails, holding the look. ACTIVE REFERENCES >> — lean pirate captain, dark curly hair falling free from under a dusty mustard-yellow cloth bandana, a small white shark tooth pinned to the front of the bandana above his temple, thin moustache, gold hoop earrings, cream linen shirt under a worn brown leather waistcoat, cloth sash and leather belts. 100% matches the reference; studio sheet layout NOT inherited. >> — scarlet macaw, red body, blue-and-yellow wing feathers, small leather shoulder harness. 100% matches the reference; it flies in and rides Eduardo's left shoulder. >> — weathered pirate crewmen from the reference group (bandana, rough shirt, vest). 100% match the reference; TWO of them appear: the lookout at the quarterdeck rail, and a second runner who arrives in CUT 4 pointing astern. >> — collapsible brass spyglass with dark leather-wrapped barrel sections. 100% matches the reference; starts in the lookout's hands, ends at Eduardo's eye. >> — Eduardo's galleon: pale square sails, tall wooden sterncastle, raised quarterdeck. 100% matches the reference; controls hull, deck, masts and rigging only. >> — calm bright sea, glittering sun path, hazy horizon. Controls water and sky atmosphere only. >> — small lone island: dense dark-green jungle cover, a curved white-sand beach on one side, grey rocky cliff edges, turquoise shallows ringing the shore. 100% matches the reference; it is the island seen on the horizon and inside the spyglass view. >> — small futuristic hard case: matte-black armored corners, neon acid-green side panels, brushed-steel top plate with a glowing green star-shaped button. 100% matches the reference; it appears ONLY inside the zoomed spyglass view of CUT 3, lying on the beach. >> — enemy pirate galleon: black sails, acid-green skull-and-crossed-swords on the mainsail, dark carved hull. 100% matches the reference; revealed VERY far astern in CUT 4 as a tiny silhouette on the horizon — never seen closer in this beat. LOCATION MAP >> under sail on >>, open bright sea. The sterncastle door opens onto the main deck; a short wooden stair leads up to the quarterdeck at the stern. The lookout stands at the quarterdeck rail on the forward side, spyglass raised toward the horizon screen-right. Far on that horizon, 2–3 km out: >> — dense green jungle mass, the white-sand beach catching the sun on its near side, turquoise water at its shore. In the OPPOSITE direction, astern of the ship screen-left: open sea where >> rides VERY FAR OFF — 4–5 km out, right on the horizon line, a tiny dark silhouette almost dissolved in the haze — present in the world from the start, revealed to the camera only in CUT 4. Haze visible at the horizon distance. Sun high, sea glitter everywhere. FIRST FRAME / BLOCKING First frame: the sterncastle door already swinging open, >> mid-stride through it onto the deck, body angled toward the quarterdeck stair screen-right. Crew activity in the background of the deck. The lookout is visible up on the quarterdeck at the rail, spyglass already at his eye, pointed screen-right toward the horizon. FORMAT MODE Sequence of cuts, no timecodes — cuts only at the specified points, the camera does not cut on its own. CUT 1 — 63° handheld follow: the door bursts open, Eduardo comes out in a strange hurried scurry — up on TIPTOE, quick tiny mincing steps, both arms half-raised in front of him with elbows out, hands hovering at chest height, shoulders slightly hunched — comically odd, but FAST, covering the deck at 10 km/h. >> sweeps in from off-frame upper-right, wings braking, and lands on his left shoulder without breaking the scurry. He tiptoe-rushes across the deck and up the quarterdeck stair; the camera chases behind-left, half a beat late. CUT 2 — MS, 47°, on the quarterdeck: the lookout at the rail with >> raised. Eduardo arrives frame-left, the scarlet macaw >> sitting clearly visible ON HIS LEFT SHOULDER through the whole cut. With his RIGHT hand he grabs the spyglass out of the lookout's hands in one firm motion and raises it right-handed to his RIGHT eye toward the horizon screen-right, left eye squeezing shut. The lookout yields a step. CUT 3 — SPYGLASS POV, MONOCULAR: one single round image — the view through ONE lens of a telescope, a single circle centered in frame, black around it. This is a one-eyed spyglass view, never the twin overlapping circles of binoculars. Extreme telephoto image swaying with a hand-held tremor, compressed haze layers stacking toward the island. Distant >> sits small in the circle: dark-green jungle, the curved white-sand beach, turquoise shallows, heat haze. Hold 1 second — then a RAPID CRASH ZOOM, one continuous accelerating optical dive down to the waterline of the beach: >> lying on the wet sand, black-and-acid-green case, steel top plate, green star button glinting. The zoom lands and locks on the case filling half the circle. Hold. CUT 4 — MS, 47°: Eduardo lowering the spyglass, macaw on his left shoulder — a second crewman from >> runs into frame from screen-left, grabs Eduardo's arm and jabs his finger the OTHER way, astern, screen-left, shouting over the wind: "CAP'N! BEHIND US!" — and the macaw on Eduardo's shoulder instantly screams it back in a harsh parrot voice: "BEHIND US! BEHIND US!", wings half-flaring. Eduardo whips around following the point; the camera racks past his shoulder — REVEAL deep in the frame: >> VERY far astern, a TINY black silhouette sitting right on the horizon line — smaller in the frame than Eduardo's fist, under 5% of the frame height, barely bigger than a speck, half-swallowed by haze — but the black sails read unmistakably. Vast empty water fills everything between the rail and that distant speck. Eduardo does NOT raise the spyglass — it stays lowered in his right hand. He simply STANDS and STARES at the tiny black sails, motionless, eyes locked on the horizon. The cut ends on his long look toward the enemy ship against the empty sea. OPTICS CUT 1: 63° observational wide, handheld. CUT 2: 47° neutral. CUT 3: monocular spyglass optics — ONE single circular image (a one-lens telescope, never the twin circles of binoculars), tele compression as at 8°, soft edge inside the circle; the crash zoom is purely optical, horizon compressing, haze layers stacking. CUT 4: 47° neutral with a rack to the deep background on the reveal, then holding on Eduardo's profile against the horizon. No drift mid-segment. CAMERA Handheld operator character throughout the real-world cuts: chases the run at deck level in CUT 1 with visible footstep energy, settles to a 1–2 cm breath on the quarterdeck. Camera stays on the shadow side of Eduardo, sun working across from screen-right. The POV cut carries a hand-tremor sway of 1–2 cm that calms when the zoom locks on the case. ACTION Door kicks open from inside. Eduardo's gait in CUT 1 is deliberately odd: he rushes on the balls of his feet, heels never touching the planks, tiny fast tiptoe steps, arms half-raised with hands floating in front of his chest — hurried and urgent, never slow, sash swaying with the quick mincing rhythm, boot toes tapping the deck. The macaw's landing is physical: wings flare to brake, claws grip the leather waistcoat's shoulder, one small balance flap as he keeps scurrying. The spyglass handover is brisk, captain's-right, two hands to one. In the POV the island rises gently with the ship's sway until the crash zoom pins the case. PERFORMANCE Urgency without panic: breath fast through the nose, eyes fixed forward during the run. At the eyepiece his face stills completely — squint tightens, lips part a fraction when the case appears. In CUT 4 the runner's grip snaps him out of it — head whip, eyes refocusing to the far black sails — then he goes still: eyes fixed on the distant ship, a slow exhale, jaw tightening a fraction — the look held long, unreadable, no words at all. Pore-level skin realism, sun catch-lights, spray-damp sheen on the temples. PHYSICS Ship heels gently on a calm swell; rigging sways against the sky. The parrot has real bird mass — landing compresses the shoulder slightly. Cloth reacts to the run wind. In the POV, heat haze wobbles the island image and glitter fires irregularly off the water; the case sits with real weight in the wet sand, a shallow water film sliding around its base. LIGHTING High bright sun, 5600K daylight, hard key from screen-right with sea-bounce fill from below. Deck in full sun, crisp short shadows. Inside the spyglass POV the image is brighter and milkier — long air column, haze density rising toward the horizon; the case's acid-green panels and glowing star button read as the only saturated color on the pale beach. AUDIO Wind over the deck, sails snapping, boots on planks, macaw squawk on landing, gulls distant. On the POV: the world's sound thins to wind and a faint ring of focus. On the crash zoom a low whoosh rising in pitch, landing on near-silence with only the surf of the far beach, thin and distant. CUT 4: deck sound returns — running boots, the crewman's urgent shout over the wind: "CAP'N! BEHIND US!", answered at once by the macaw's harsh screeching echo: "BEHIND US! BEHIND US!" — then only the wind, a slow exhale, and the creak of the deck. No spoken line from Eduardo. STYLE Photoreal live-action, bright maritime daylight, fine film grain, crisp highlights with gentle roll-off, 8K master. POSITIVE LOCKS >> appears only inside the spyglass POV of CUT 3, lying on the beach at the waterline, star button glowing green in every frame it exists. The island always matches >>: green jungle, white-sand beach, turquoise shallows — and stays screen-right, ahead; the enemy ship stays astern, screen-left, in the opposite direction from the island. The spyglass POV (CUT 3) is MONOCULAR: one single round telescope image per frame. Eduardo handles the spyglass with his RIGHT hand at his RIGHT eye in every cut where he uses it. >> keeps black sails and the green skull mainsail in every appearance and stays VERY FAR AWAY the whole beat — naked-eye, she is only a tiny silhouette on the horizon, under 5% of the frame height in CUT 4; she never gets closer than the horizon line. After the reveal Eduardo keeps the spyglass LOWERED — he never raises it at the enemy ship; he speaks no line and makes no gesture — he simply stands looking at the distant ship, and the beat ends on that look; no cannons and no gunfire anywhere in this beat. Eduardo's head: mustard-yellow bandana with the small white shark tooth at the front, hair loose. In CUT 1 Eduardo moves only in the tiptoe scurry: heels off the deck, quick small steps, arms half-raised at chest height — fast and urgent the whole way. The macaw sits on Eduardo's LEFT shoulder continuously from its landing in CUT 1 through the end of the beat, clearly visible in CUTS 2 and 4. The spyglass is in the lookout's hands in CUT 2's first frame and in Eduardo's hands from then on. Same sun direction, same sea state, same wardrobe in every cut. Cuts only at the specified points.show more

Nawal
18,336 Aufrufe • vor 2 Monaten
There has been a lot of hand wringing on... the appropriate valuation of SpaceX. Some large institutions believe SpaceX can only be valued at half what the market seems to be willing to pay for it. Others are claiming it has 15X appreciation ahead of it. Almost all of this difference of opinion comes down to how comfortable you are modeling beyond 2030 and what valuation method you use. 2030 valuation using a traditional Gordan DCF produces a very different result than a 2040 EV/EBITDA Multiple. Both have pros and cons. Most analysts don’t really discuss this and lead with a headline number. We are very comfortable modeling out to 2040, as large portions of what SpaceX is proposing is real world infrastructure, which provides modelable physics constraints to anchor against. The analysis we released today explores this in-depth, its open to the public all the way through IPO. I highly encourage you check it out prior to then. We’ve run 5,000 monte carlo runs across 500 variables (real number, even though it sounds fake) and three valuation methods. This video is of a 3D cloud chart showing every simulation outcome expected in valuation output across two of the most impactful variables to the model when using an EV/EBITDA multiple from 2026 to 2040. The horizontal axis is the steepness of the orbital data center demand S-curve. The vertical axis is the rate at which chip compute efficiency becomes cheaper. Each of the 5,000 dots is one simulated future; green dots are the ones where SpaceX's 2040 value clears the $1.77T IPO line, over time. Under EV/EBITDA valuation through 2040, 96% of our simulated futures clear the expected IPO price once the bell rings Friday. We aren’t publishing this publicly to tell investors what the stock is worth, we’re publishing this to help investors understand the world of outcomes, what the fundamentals suggest through 2040, and what frankly most analysis simply won’t share. SpaceX is a generational company working on long term infrastructure harnessing a domain no one has been able to tap in so far: space. It deserves doing the work as an investor. because this in not financial advice. The cleanest way to hold SpaceX is a bond stapled to a call option (AI-Compute); Starlink is the bond, the near term SatCom annuity that funds the next flywheel. Understand the world of outcomes and take your position accordingly. Comparables and P/E won't take you far enough.show more

Aaron Burnett
1,521,531 Aufrufe • vor 3 Monaten
REPORT: Karmelo Anthony supporters are now using government entities... (CPS and LE) to do their dirty work and target me in an effort to silence my reporting on the m*rder of Austin Metcalf. I’ve prayed about whether I should post this publicly, and I have decided to do so because people need to know just how badly I am being targeted right now for simply being a lead journalist reporting on the Metcalf/Anthony case. On Sunday, August 24th, my home was swatted. Aside from the emotional distress this caused, especially as I was past my due date, we recovered and appreciated how well the department handled the incident. That same night, I went into labor. I labored at home from 11 PM until 3 AM, then headed to the hospital on the morning of August 25th. Then, at 12 noon on the 25th, while I was in the hospital in active labor, I received a phone call from my teenage son that Child Protective Services was at our door. I shouldn’t have to explain the extreme and immediate emotional distress this caused me and my family. Only cowards use the government to do their dirty work. This is the first time I have posted publicly about this incident. However, Karmelo Anthony supporters have posted multiple times in the past week about “calling CPS on Sarah Fields,” have discussed it in TikTok Lives, have stated that there is a “master plan” to silence me via private Zoom meetings held by Tiffney Billions, and have shared links to petitions encouraging individuals to call and have CPS investigate me and my family. Allow me to be perfectly clear: you do not know what kind of box you just opened with me. My tenacity to keep going and not be intimidated is only matched by my utter hatred of the Department of Child Services, an evil entity that I have repeatedly exposed for targeting good families and its involvement in trafficking children, particularly children from across the southern border. I will investigate harder, I will leave no stone unturned, and I will not be intimidated into walking away from my reporting on this case, nor will I abandon those who have supported my work, including the Metcalfs, the parents of the children of Frisco ISD, and former employees who have been targeted and doxxed by Anthony supporters. My work has been followed by those who are hungry for the truth and facts on this case, who know that the mainstream media will not provide it. CPS is claiming they must conduct a full investigation based on reports being made, even though the reports are baseless, clear harassment in a campaign against me, and lack a single shred of evidence. My attorney, CJ Grisham, has taken the reins on this. We will not be terr0rized, and our peace will not be disturbed. The answer is “no.”show more

Sarah Fields
1,764,974 Aufrufe • vor 1 Jahr
🔥🚨 BOMBSHELL INTERVIEW ALERT 🚨🔥 Ousmane Dembélé just sat... down for a no-filter interview… and what he said about Lionel Messi and the World Cup is already exploding across social media 😳💥 When the journalist asked him the big question “Does Messi deserve a World Cup?” Dembélé didn’t hesitate. 🗣️ Dembélé: “No. I’m going to be honest, and a lot of people won’t like this… but no, I don’t think Messi deserved that World Cup the way it happened. Listen, Messi is an incredible player, one of the greatest talents the game has ever seen. I played with him, I saw what he can do up close. But ‘deserving’ a World Cup is different. A World Cup is supposed to be the purest competition in football. What we saw in 2022… and what we’re seeing again now… doesn’t always feel pure. There were so many soft penalties, so many moments where the whistle only seemed to go one way. The physicality that was allowed against us, the decisions in the biggest games… it left a bad taste. You work your whole life for these moments and then you feel the match is being influenced by things outside the pitch. That hurts more than losing. I’m not saying Messi isn’t a legend. He is. But when people talk about ‘deserving,’ I look at the full picture the refereeing, the narratives, the pressure on certain teams, the way some matches felt guided. Football should be decided by the players on the field, not by other factors. And this World Cup we’re in right now? Don’t even get me started. Too many strange results, too many soft calls in key moments, too many games that leave you shaking your head. Fans can feel it. Players can feel it. Something is off and nobody wants to say it out loud. I have massive respect for Messi the footballer. But if you’re asking me from the heart whether that 2022 title felt fully clean and fully deserved in the pure sporting sense… my answer is no. And I know I’m not the only one who thinks it.” 😱🔥 The interview is already causing chaos. Argentine fans are furious, French fans are divided, and neutral fans are arguing non-stop in the replies. Dembélé went there. No filter. No holding back.show more

☥
189,476 Aufrufe • vor 1 Monat
It’s just a video player on localhost:8080. That’s what... I keep telling myself. Minimax H3 on Fish Creative Prompt Fixed-camera desktop screen recording of a real Windows 11 Chrome window filling the entire frame. Do not restyle the browser as a mockup, poster, or floating card. Keep the exact chrome from the reference still for every frame. Browser frame (locked, zero motion): - Tab title: Local Video Player - Address bar URL: localhost:8080 - Bookmarks bar left to right: Apps, Work, Personal, Google, GitHub, Docs, YouTube, then Other bookmarks on the right - Chrome controls: back, forward, refresh, extensions, profile avatar “M”, puzzle piece, shield, three-dot menu - Windows 11 taskbar along the bottom: search “Type here to search”, File Explorer, Google Chrome, Visual Studio Code, system tray, time 10:30 AM, date 5/20/2024 Page layout (labels, colors, and positions never change): - Left: large HTML5 video canvas - Under the canvas: play/pause triangle, timecode starting 00:00 / 00:10, purple seek bar, speaker, purple volume slider, fullscreen icon - Right sidebar on near-black: - “Video Player” with purple clapperboard icon - Controls: Space Play / Pause; ← → Seek ±5 seconds; ↑ ↓ Volume ±10%; F Toggle Fullscreen; M Mute / Unmute - Playlist: purple play arrow, “Sample Video”, 00:10 - Playback Rate: 0.5x, 1x filled purple and selected, 1.5x, 2x Character identity (must stay the same person in every pose): Photoreal young woman, long wavy blonde hair, gray school-style blazer over a white collared shirt, gray pleated mini skirt, black knee-high socks. Same face, same proportions, same outfit. Location stays the green grassy hill under a pale overcast sky. No costume change, no second character, no extra props. Motion rules: - Camera never moves. Browser chrome, sidebar, bookmarks, taskbar, and all UI text stay perfectly still. - Only the video canvas animates. Treat the canvas as a short fashion / pose test clip of the same girl on the hill. - Playback runs continuously at 1x. Do not pause the player. Do not flash a big pause icon. Do not cut away from the hill. - Timecode and the purple progress thumb advance smoothly from 00:00 to 00:10. Pose sequence inside the canvas (hold each pose ~1.5–2 seconds, then transition with natural body motion, hair, and cloth, not a hard cut): 1. Start pose (match the reference still): leaning forward, both hands on her knees, looking into camera with a pout. 2. Rise and stand tall: she straightens up, hands leave her knees, stands facing camera with arms relaxed at her sides, chin slightly lifted, wind moving her hair. 3. Hands-on-hips: she plants both hands on her hips, weight on one leg, slight hip cock, blazer and skirt settling, confident look into camera. 4. Turn / three-quarter: she twists her torso to her right, looks back over her shoulder toward camera, hair swinging, one hand lightly holding the hem of the skirt so it does not lift unnaturally. 5. Crouch / ready: she drops into a low athletic crouch, fingertips brushing the grass, still looking up at camera, same pout softening into a small smirk. 6. End pose: she stands again, steps one foot forward, both hands clasp in front of her thighs, then eases back toward the original lean-with-hands-on-knees so the last frame rhymes with the first still. Transitions must look like the same live-action take: weight shifts, knee bend, hair lag, grass and sky stay consistent. No teleport, no outfit swap, no extra readable text burned into the video. Audio: quiet outdoor hill ambience only. No music, no voiceover, no UI click spam. Style: photoreal live-action screen capture of a local demo page running in Chrome. Not animation, not a trailer, not a poster. Duration: about 10 seconds. Aspect: 16:9 desktop.show more

Sharon Riley
30,886 Aufrufe • vor 21 Tagen
I still can't wrap my head around why not... everyone is using this approach yet. Elon Musk already reposted this guide, and this exact agent setup earned me $7,100 in net profit for the month Grok Bot + Pumpfun + Robinhood Week 1 + $1,210 Week 2 + $2,560 Week 3 + $4,790 Week 4 + $7,100 Eight Grok desktop agents cost $200 a month, but they completely replace an entire trading floor. Maintaining such a staff in a crypto fund typically costs around $600,000 a year in analyst salaries alone A 5:30 AM morning call. I don't even participate in it How tasks are distributed among agents: SEARCH: monitors real-time insider information, scans developer repositories on GitHub, and tracks unindexed Telegram channels before crypto Twitter finds out RISK: analyzes smart contracts, minting rights, and liquidity pool (LP) locks, instantly flagging honeypots before executing a trade SNIPER: executes transactions on the blockchain at high speed right at the exact millisecond the system confirms token safety WHALE: tracks large player wallets and records hidden asset accumulation in real time RUG: monitors developer wallet activity 24/7 and instantly dumps the entire asset volume if they touch the liquidity pool EXIT: manages dynamic stop-losses and gradually takes profits as liquidity grows SHILL: measures social media activity, pulse speed, and key influencer mentions HEAD OF DESK: doesn't trade on its own it routes data streams, checks transmissions, and brings me only the ready-made decisions that require human intervention Over the course of a month, the system analyzed 654 tokens, processed 165 qualifying options, and executed 81 successful trades. Result: a net profit of $7,100 (already including all fees). Each agent has its own virtual browser, terminal, and local cloud memory, so the trading floor keeps running even when my laptop is closed Setup turned out to be much simpler than it seems: 1. Download Grok Bot and create your "Head of Desk" 2. Write text instructions for the remaining 7 agents just like you would assign tasks to new employees 3. Run the workflow once on your screen so they can pick up the algorithm 4. Connect Telegram and cryptocurrency wallet webhooks No VPS, lengthy coding, or waiting for developers. Crypto trading used to be associated with 17 hours in front of a monitor, paid closed groups, and constant exhaustion. It took me just one evening to set everything up Save this guide before opening your next tradeshow more

Bober_smart
92,184 Aufrufe • vor 17 Tagen
$KNDX 🤖 Theres 3 big narratives that are sending... coins left right and centre rn. 🚀 #AI, #Gamefi, & #NFTs 🔹Theres 50% mindshare for #AI. 🤖 🔹#GameFi mcap is hitting ATH's with #OfftheGrid, $XBG and $SUPER making spectacular moves. 🎮 🔹NFTs and the #Metaverse are making a strong comeback with $APE up 100% over the weekend. 🐵 What if there's a project that touches all these trending narratives with groundbreaking technology to disrupt all 3 of them? 🔥 💡- That's where $KNDX comes in. -💡 Kondux is a cutting-edge Web3 SaaS platform, combining NVIDIA’s Omniverse, AI, Blockchain, and dynamic NFTs to revolutionize secure asset management across industries. 👏 Their flagship product, kNFTs, are 3D digital assets usable across Metaverse and Gaming platforms, AR/VR/XR environments, and manufacturing applications. Kondux’s scalable model opens new revenue streams by enabling effective digital asset monetization. 💰 Kondux is the first Web3 project to integrate VFX pipelines with NVIDIA’s Omniverse and bringing it onto the Blockchain. ⛓️ It is also the only Web3 project with a *Select Status Partnership* with NVIDIA, operating under NVIDIA NDAs and working with them directly for more than 2 years. About their NVIDIA Integrations: 🤖 🔹There are three areas of the Kondux tech stack that coincide with three divisions of NVIDIA: 📡GDN (Graphics Delivery Network, the backbone of GeForce Now) 💡Omniverse for 3D aspects such as, geospatial data, real world physics, lighting, and raytracing 🤖NVIDIA AI Foundation, which covers many aspects of #AI, including inference and deployment scaling. The convergence of all these components lie within .USD file format . 🔹 They are the first blockchain project to integrate NVIDIA’s Omniverse Cloud and Graphics Delivery Network (GDN) to provide high-quality 3D content accessible on any device without requiring high-end hardware. 🔹 This setup streamlines content management, democratises access to resource-intensive 3D content, and enables real-time interaction with 3D NFTs. Now, I haven’t seen any crypto project so deeply connected with NVIDIA and NVIDIA technology. GDN is a HUGE competitive advantage. With it, the need for #GPU’s basically goes out the window. 🤯 Now lets take a look at some of the other main features... 👀 OpenUSD (Universal Scene Description): 📽️ 🔹 Kondux is leveraging USD technology, developed by Pixar and used by Meta, Apple, Microsoft and other industry leaders to enhance 3D graphics and interoperability within its creative ecosystem. 🔹 Originally created for high-end film production, USD now supports a variety of applications, including gaming and virtual reality, making it a key asset for Kondux. kNFT's: 🎨 🔹 Kondux is pioneering a new category of NFTs known as kNFTs, which aim to redefine NFT utility through innovative features. 🔹 A standout feature is the upgradeable aspect provided by Kondux DNA, allowing kNFTs to transform and combine with other NFTs, creating limitless possibilities in art, gaming, and music. 🔹Through the Kondux AI portal it will be possible to communicate with kNFTs. They can learn and adapt. This AI technology is revolutionary because it makes human to kNFT interaction possible, turning it into a unique, personalized experience. Check out the clip of kNFTs in Unreal Engine 5 gameplay below. 👇 Kondux is a very obvious utility play with huge upside because it’s multi narrative. 📈 It's seriously groundbreaking stuff that they’re about to launch. 🚀 After speaking with the team there’s no doubt in my mind this will do crazy big numbers in the next months. 🤑show more

Altcoin Miyagi🇯🇵
17,323 Aufrufe • vor 1 Jahr
MiniMax H3 - Prompt Share This prompt turns any... reference image into a video showing how the subject could be made by hand from scratch. I tried it with my profile picture. It should work with any subject. Prompt: A cinematic creation film follows one maker reconstructing the main subject shown in the referenced image completely from scratch. The referenced image defines the finished subject’s complete visible appearance, proportions, structure, materials, colors, clothing or surface details, and distinctive features; ignore its background, framing, lighting, and unrelated elements. Begin directly on an empty, clean virtual workbench. Use a stable front three-quarter overhead view that keeps the developing subject readable. There is one maker throughout, represented by the same consistent left and right hands and forearms. Show no more than two hands at once. From 0 to 14 seconds, the entire creation unfolds as a clearly accelerated timelapse with rapid, purposeful hand movement and restrained motion blur. Short jump cuts compress repetitive manual work only after each action has visibly completed. Every cut inherits the exact form and progress left by the previous action. 0-2 seconds: One hand enters already holding the first foundation material, armature, or base element appropriate to the referenced subject and places it at the center. The second hand steadies it as the maker establishes the initial supporting form. 2-8 seconds: The maker rapidly develops the subject’s major structure and volumes using one coherent creation method appropriate to what the referenced image depicts. A living subject is sculpted as one continuous, non-gory digital form from armature to anatomy; a vehicle or machine is built from chassis to functional structure; an object is formed or assembled from its supporting body outward. Each additional material or component enters from outside the frame while firmly held by one of the maker’s hands, is carried to its destination, and remains under hand control until attached or shaped. 8-12 seconds: The same hands develop the recognizable outer form and reference-specific features. The maker sculpts, fits, wraps, stitches, fastens, carves, or polishes only where appropriate to the subject. Facial features, hair, clothing, body panels, wheels, glass, surfaces, accessories, or equivalent defining elements emerge through visible hand and tool contact, never through spontaneous transformation. 12-14 seconds: The maker refines proportions, edges, joints, surface transitions, textures, colors, and distinctive details until the developing subject closely matches the referenced image. One hand stabilizes the form while the other performs each final adjustment with a hand-held tool. 14-15 seconds: The maker removes the last tool by hand and withdraws both hands. The timelapse returns to normal speed as the camera makes a restrained push toward the completed subject and holds on a clean final view. Materials and components do not need to be visible before use, but anything newly introduced must enter the frame already held by one of the maker’s hands. Nothing moves, assembles, appears, disappears, or changes material independently. Maintain one maker, one continuous subject, one creation position, and one category-appropriate construction method. No assistants, extra hands, detached anatomy, duplicated elements, magical morphing, drawing phase, software interface, cursor, menus, annotations, or text overlays.show more

Kōda
128,049 Aufrufe • vor 23 Tagen
Made with seedance 2.5 Prompt: Create ONE continuous 12-second,... 9:16, ultra-photorealistic LIVE-ACTION luxury fashion film. IMPORTANT REFERENCE MAPPING: REFERENCE Image = PRIMARY CHARACTER. Use the FIRST uploaded reference image of the woman. REFERENCE image2 = ENVIRONMENT. Use the SECOND uploaded reference image of the square. REFERENCE David Carbon = HERO OBJECT. Use the THIRD uploaded reference image of the sunglasses. Do NOT refer to these images as Image, image2 or David Carbon. Use the reference images according to their upload order. CHARACTER — REFERENCE IMAGE 1 Preserve the exact woman from REFERENCE IMAGE 1 throughout the entire video: same facial identity, facial structure, natural eyes, hairstyle, body proportions, skin appearance, clothing, footwear, jewelry, accessories and overall appearance. Do not copy the original background from REFERENCE IMAGE 1. The protagonist is the ONLY main character. ENVIRONMENT — REFERENCE IMAGE 2 Use REFERENCE IMAGE 2 only for visual language: architecture, atmosphere, warm sunset lighting, materials, monumental scale and cobblestone character. Create a NEW believable cinematic pedestrian space inspired by it. Do NOT reproduce its exact composition, exact camera angle or exact street layout. Provide enough open pedestrian space for natural walking and the collision. Respect real-world spatial logic: pedestrians remain in pedestrian areas, architecture has realistic scale and perspective, no impossible geometry. HERO OBJECT — REFERENCE IMAGE 3 The sunglasses shown in REFERENCE IMAGE 3 are the ONE and ONLY HERO OBJECT. Preserve their recognizable: shape, proportions, oversized shield silhouette, dark continuous lens, thin metallic/gold frame, temples, hinge construction, surface details, colour and material. The SAME physical sunglasses must remain recognizable: when worn by the protagonist, when released, during bullet-time macro inspection, and after landing. Do not redesign, replace, duplicate or regenerate the sunglasses. EXACT OBJECT COUNT Exactly: ONE protagonist. ONE secondary passing person. ONE Labrador. ONE leash. ONE pair of sunglasses from REFERENCE IMAGE 3. ONE takeaway paper coffee cup. ONE plastic drinking lid. ONE silver-grey OPEN clamshell flip phone. No duplicate objects or people. PERSISTENT PHONE There is exactly ONE phone in the entire video. It is a compact early-2000s silver-grey OPEN clamshell flip phone. Upper half: small illuminated display and speaker. Lower half: physical numeric keypad, navigation buttons and microphone. Visible central mechanical hinge. LOCK its appearance throughout: same silver-grey colour, same dimensions, same thickness, same hinge, same display, same keypad, same buttons, same open angle. The same phone is seen in wide, medium and macro shots. It never transforms into another phone. PERSISTENT COFFEE Exactly ONE medium disposable PAPER coffee cup with ONE lightweight plastic drinking lid and dark coffee inside. Same cup, same lid, same coffee and same proportions throughout. Before collision the lid is properly attached. Coffee remains inside until a real physical opening appears. HAND OWNERSHIP Before collision: RIGHT HAND = ONE OPEN flip phone held to the RIGHT ear. LEFT HAND = ONE coffee cup. Sunglasses = naturally worn by the protagonist. After collision: RIGHT HAND = COMPLETELY EMPTY. LEFT HAND = COMPLETELY EMPTY. Nothing replaces the phone or cup. Nothing remains attached to either palm. 0.0–2.0s — CINEMATIC CHARACTER REVEAL Begin with an extreme low close-up of the protagonist’s black leather heeled boots walking naturally across the pedestrian space. Camera performs ONE elegant continuous movement: smooth crane upward + gentle backward tracking. Reveal progressively: boots → legs → ripped light-blue baggy jeans → black corset → white tank top → jewelry/accessories → sunglasses → face → nearly full body. The protagonist wears the SAME sunglasses from REFERENCE IMAGE 3. She holds the SAME OPEN silver-grey flip phone to her RIGHT ear and the SAME coffee cup in her LEFT hand. She is actively having a phone conversation. Show subtle realistic speech: natural lip movement, jaw movement and mouth articulation. Maintain exact identity from REFERENCE IMAGE 1. Premium live-action fashion cinematography. 2.0–3.7s — WALKING / SECONDARY PERSON Maintain smooth frontal tracking. The protagonist continues walking naturally through the pedestrian area. Exactly ONE secondary person approaches from the opposite direction. That person holds exactly ONE leash attached to exactly ONE Labrador. The Labrador walks slightly ahead and gently pulls the person forward. They remain background/supporting elements. Maintain: stable protagonist identity, stable hairstyle, stable clothing, stable sunglasses, same phone, same coffee. 3.7–4.4s — ACCIDENTAL COLLISION As they pass each other, the secondary person’s ELBOW accidentally clips the protagonist’s arm/upper torso. Small, accidental, believable contact. The protagonist naturally recoils backward. This SAME collision causes THREE physical release events. SUNGLASSES The sunglasses from REFERENCE IMAGE 3 receive ONE short realistic outward impulse. They separate naturally from the protagonist’s face. They travel only a short physically believable distance. They do NOT fly toward the camera. COFFEE The SAME coffee cup leaves the LEFT hand. It receives one short outward/downward rotational impulse. The cup tilts and rotates. Because of the rotation and liquid inertia, ONE EDGE of the lightweight plastic lid partially pops loose from the cup rim. The lid does not disappear and does not explode away. A real physical gap forms between lid and rim. ONLY THEN does dark coffee begin escaping through this opening. Initial liquid movement is restrained. PHONE The SAME OPEN clamshell phone leaves the RIGHT hand. It receives one short outward/upward impulse. It keeps the SAME open angle and physical design. The instant it separates from the fingers: RIGHT HAND = EMPTY. The instant the cup separates: LEFT HAND = EMPTY. FACE / HAIR CONTINUITY Preserve the exact face from REFERENCE IMAGE 1 during the entire collision. The natural human eyes already exist behind the sunglasses. When the sunglasses separate, reveal the SAME normal eyes: stable pupils, eyelids, gaze direction, brows, nose, cheekbones and facial symmetry. Do not regenerate or alter the face. Hair remains stable with only subtle realistic inertia. No sudden hairstyle change. 4.4–5.2s — BULLET-TIME ESTABLISHMENT Time decelerates dramatically to approximately 2–3% normal speed. DO NOT immediately go into macro. FIRST show a clear medium-wide frozen view of the entire accident. The protagonist is beginning to fall backward. BOTH HANDS ARE EMPTY. Establish fixed WORLD-SPACE anchors: • sunglasses suspended near their release position; • coffee cup suspended lower and toward the LEFT-hand release side; • partially detached lid still connected to or immediately beside the cup; • restrained coffee beginning to escape through the opening; • OPEN flip phone suspended toward the RIGHT-hand release side. Objects move only microscopically. They do NOT move toward the camera. The CAMERA is the main moving element. 5.2–6.8s — SUNGLASSES HERO INSPECTION The sunglasses remain almost completely stationary at their existing world-space position. CAMERA physically dollies toward them. The sunglasses become larger ONLY because the camera gets closer. Once close, slow the camera dramatically. HOLD. Perform a restrained 20–30 degree camera orbit/parallax around the almost-stationary sunglasses. Reveal: dark shield lens, thin metallic/gold frame, temples, hinges, edges, material thickness, surface reflections, tiny manufacturing details. Use shallow photographic macro depth of field. The protagonist and sunset environment remain softly recognizable in the background. The sunglasses must look like a real luxury fashion accessory photographed with a macro cinema lens, NOT CGI product animation. Complete the inspection before moving away. 6.8–8.3s — COFFEE / LIQUID INSPECTION Only after completing the sunglasses inspection, the CAMERA leaves them at their existing world-space position. Travel diagonally through the frozen scene toward the SAME coffee cup. THE CUP DOES NOT MOVE TOWARD THE CAMERA. Hold a photographic macro close-up. Show: same paper cup, same lightweight plastic lid, ONE partially detached lid edge, clear physical gap, dark coffee escaping ONLY through that gap. Real restrained liquid physics: thin irregular stream, imperfect liquid sheet, several differently sized droplets, realistic surface tension, natural reflections. No explosive splash. No decorative CGI liquid. No perfect artificial shapes. Coffee advances only microscopically during bullet time. Perform a small restrained lateral/parallax camera movement around the cup, lid and droplets. HOLD long enough to see paper texture, plastic texture, liquid thickness and individual droplets. 8.3–9.8s — FLIP PHONE INSPECTION Only after coffee inspection, the CAMERA travels away from the cup. The cup, lid and droplets remain at their existing world-space positions. CAMERA moves through the same frozen scene toward the SINGLE OPEN silver-grey clamshell phone. THE PHONE DOES NOT MOVE TOWARD THE CAMERA. First establish the complete phone silhouette: same silver-grey housing, same upper display, same lower keypad, same central hinge, same open angle. Then CAMERA physically approaches the existing upper display. Extreme photographic macro close-up. The illuminated display reads: BOSS with one small realistic phone number underneath. HOLD. Show: real housing material, hinge, keypad texture, small scratches, surface wear, screen reflections. The phone does NOT transform to reveal its screen. It is the SAME phone seen from the beginning. The protagonist’s RIGHT HAND remains completely EMPTY in the background. 9.8–10.4s — COMPLETE FROZEN TABLEAU After phone inspection, CAMERA performs a fast but perfectly smooth dolly backward. All objects remain at their existing world-space positions. Reveal: same protagonist falling backward, both hands empty, same sunglasses, same coffee cup, same partially detached lid, same suspended coffee droplets, same OPEN flip phone, exactly one secondary person, exactly one Labrador. All positions must remain spatially consistent with the original collision and release trajectories. No object follows the camera. No object teleports. No object regenerates. Brief HOLD on the complete frozen tableau. 10.4–12.0s — TIME RETURNS / PHYSICAL PAYOFF Time suddenly snaps back to normal speed. Gravity and existing momentum resume simultaneously. Every object continues FROM ITS EXISTING WORLD-SPACE POSITION. The protagonist completes her backward fall naturally. The sunglasses continue from their suspended position and land according to their existing momentum and gravity. The coffee cup continues from its own separate position, impacts the cobblestone ground, the partially detached lid reacts naturally, and remaining coffee spills irregularly through the real opening and impact point. The OPEN flip phone continues from its own separate position, hits the ground and makes ONE small physically believable bounce. Objects land at DIFFERENT plausible locations. They do NOT suddenly converge beside the protagonist. CAMERA rapidly tilts/drops toward ground level to follow the final impacts. Finish with a cinematic low-angle composition showing the fallen protagonist and the scattered objects within the same believable sunset environment. Hard cut. BULLET-TIME CAMERA RULE — NON-NEGOTIABLE BULLET TIME = ALMOST-FROZEN PHYSICAL WORLD + FREELY MOVING CAMERA. Objects stay in WORLD SPACE. Camera moves through WORLD SPACE. Close-up is created ONLY by reducing camera-to-object distance. Never: move objects toward the lens, artificially enlarge objects, teleport objects, regenerate macro versions. STRICT CAMERA ROUTE: FULL FROZEN TABLEAU → CAMERA DOLLIES TO SUNGLASSES → HOLD → 20–30° CAMERA ORBIT → CAMERA TRAVELS TO COFFEE → HOLD → SMALL CAMERA PARALLAX → CAMERA TRAVELS TO PHONE → ESTABLISH COMPLETE PHONE → MOVE TO DISPLAY → HOLD → CAMERA DOLLIES BACK TO COMPLETE TABLEAU → TIME RETURNS CONTINUITY / CAUSALITY Wide shot → medium shot → macro shot = SAME physical object viewed from different camera distances. Sunglasses: same object, same design, same trajectory, same world-space identity. Coffee: same cup, same lid, same coffee, same rotation, same world-space identity. Phone: same open clamshell phone, same housing, hinge, keypad, display, open angle and world-space identity. Every visible change must have a physical cause. Collision causes recoil. Collision momentum separates sunglasses. Finger release changes phone position. Hand release + collision momentum rotates cup. Cup rotation/liquid inertia partially opens lid. Coffee escapes only through the physical gap. Camera movement creates apparent object scale. Gravity resumes final fall. Treat the entire sequence as ONE continuous practical-effects event photographed with a motion-control cinema camera. IDENTITY / PROP LOCK ONE protagonist. ONE secondary person. ONE Labrador. ONE leash. ONE pair of sunglasses. ONE coffee cup. ONE lid. ONE OPEN flip phone. Before collision: RIGHT HAND = phone. LEFT HAND = coffee. Sunglasses = worn. After collision: RIGHT HAND = EMPTY. LEFT HAND = EMPTY. Sunglasses = separated. No second phone. No second cup. No second sunglasses. No additional dog. No additional person. No unexplained props. No duplication. No teleportation. No unexplained scale changes. VISUAL PRIORITY 1. exact protagonist identity from REFERENCE IMAGE 1 2. natural eyes and facial anatomy 3. stable hairstyle and body proportions 4. exact clothing and accessories 5. exact sunglasses from REFERENCE IMAGE 3 6. stable phone geometry 7. empty hands after release 8. continuous physical trajectories 9. realistic environment inspired by REFERENCE IMAGE 2 PHOTOGRAPHIC REALISM Ultra-photorealistic LIVE-ACTION. High-budget international luxury fashion campaign. Real human anatomy. Natural skin pores. Natural facial micro-expressions. Detailed realistic hair. Real manufactured sunglasses. Real paper cup. Real plastic lid. Real liquid coffee. Real early-2000s flip phone. Real object mass, inertia, gravity, momentum and surface tension. ARRI Alexa 35 cinematic character. Premium cinema optics. Motivated sunset lighting inspired by REFERENCE IMAGE 2. Controlled highlights. Natural skin tones. Realistic optical depth of field. Shallow macro depth of field during object inspections. Subtle 35mm film texture. Restrained luxury editorial colour grade. Natural colours. Sharp optical clarity. Cinematic photographic texture. Bullet-time must feel like REAL high-speed practical photography with a motion-control cinema camera, NOT CGI product animation. 4K / Ultra HD. Maximum facial detail. Maximum hair detail. Maximum material fidelity. Stable identity. Stable geometry. Stable prop continuity.show more

Oogie
18,923 Aufrufe • vor 22 Tagen
Created with seedance 2.0 on Pollo AI Tiny Chef... vs Popcorn Tornado Duration: 15 seconds Style: Live-action, ultra-photoreal miniature human composite comedy. First-person POV Cooking Vlog. Everything exists in one unified real-world environment with true photographic realism. Real modern home kitchen, black iron popcorn pot on a stovetop, realistic popcorn kernels, steam, oil reflections, natural daylight from a side window, handheld camera with subtle shake, cinematic shallow depth of field, 8K Ultra HD, vertical 9:16. The miniature woman is a real 15 cm adult human seamlessly integrated into the kitchen with physically accurate lighting, contact shadows, realistic skin pores, fabric textures, reflections, and consistent scale. No CGI, no cartoon, no doll, no figurine, no animation. Character: Aria Lin, a 22-year-old adult East Asian woman with mature facial proportions, fair skin, deep brown almond eyes, black waist-length hair with fluffy air bangs and one loose braid draped over her left shoulder. Wearing a white fitted sleeveless tank top, fitted blue jeans, white thick-soled sneakers, and a thin gold bracelet on her right wrist. Same face, hairstyle, outfit, and body proportions throughout. Height remains exactly 15 cm in every shot. 00:00–00:02 | Tiny Inspector First-person overhead POV. A giant black iron popcorn pot sits on the stovetop with oil and popcorn kernels heating. Steam gently rises. Aria confidently walks along the rim carrying a tiny wooden clipboard and a miniature wooden spoon, carefully inspecting the kernels like a professional chef. She smiles at the camera and gives a playful thumbs-up. SFX: Gentle oil sizzling. 00:02–00:04 | Surprise Launch Without warning, one popcorn kernel suddenly pops beneath her feet. Instead of falling, she is launched into the air and lands perfectly on a freshly popped popcorn. She spreads both arms for balance like a surfer, laughing with excitement as realistic steam drifts behind her. SFX: Loud POP, joyful laugh. 00:04–00:07 | Popcorn Tornado Popcorn begins popping rapidly all around her. Giant fluffy popcorn pieces bounce and swirl like a playful tornado. She gracefully jumps from one popcorn to another as if crossing floating stepping stones. The camera follows smoothly while maintaining the dramatic scale difference. SFX: Continuous popcorn popping, light laughter. 00:07–00:10 | Butter River Surf A real human gently pours melted butter into the pan. The flowing butter becomes a glowing golden river. Aria instantly opens a tiny white umbrella and surfs across the butter while standing on a giant popcorn. Warm reflections shimmer across the butter as realistic steam surrounds her. She laughs confidently throughout. SFX: Butter pouring, soft sizzling. 00:10–00:13 | Seasoning Snow Dance A light sprinkle of fine seasoning falls gently from above, sparkling in the sunlight like snowflakes. Instead of hiding, Aria twirls happily beneath the falling seasoning while popcorn continues bouncing around her. The scene feels playful, magical, and cinematic. SFX: Gentle seasoning sprinkle, cheerful laughter. 00:13–00:15 | Champion Ending A real human gently lifts the popcorn she is standing on using two fingers. Aria plants her tiny wooden spoon into the popcorn like a victory flag, stands proudly with one foot raised, waves toward the camera, makes an "OK" gesture, and finishes with a playful wink and bright smile. Steam drifts softly behind her. Final 0.3 seconds: Cinematic freeze-frame showing the giant human fingers, fluffy popcorn, realistic steam, shallow depth of field, and perfect scale contrast. Strict Requirements: - Same adult woman throughout with no face or outfit changes. - Height remains exactly 15 cm. - Full photorealism only. - Real kitchen lighting, shadows, reflections, and contact shadows. - No violence, fear, injury, or distress. - Gentle human interaction only. - No subtitles, logos, watermarks, or extra characters.show more

Anissa
11,250 Aufrufe • vor 2 Monaten
Let’s end the day with an action movie scene... starring Madison Beer 🎬🔥 Good night folks!✨💫 Seedance 2.0 via Hailuo AI Prompt: Video Prompt: Cinematic 15-second continuous shot starting exactly from the uploaded photo: a striking woman with long straight dark hair, wearing a white off-shoulder open-knit crop top and matching high-waisted white skirt with delicate crochet details and “Keor” embroidery, holding a small woven straw bag in her right hand, walking confidently toward camera down a narrow sunlit European market street lined with hanging textiles, pottery stalls, clothing racks, and passersby.Action & Camera (high-octane stylish action-thriller style, tense, precise, kinetic):0–3s: Smooth tracking shot backward at walking pace, keeping her centered in a medium full-body frame as she advances through the crowd with calm focus. Soft natural sunlight filters between the buildings. Subtle handheld micro-shake adds realism. Background pedestrians move naturally.3–6s: Her eyes suddenly lock onto something off-screen to the right. She stops mid-stride, drops the bag, and pivots sharply. Two hostile figures push through the crowd toward her. Camera snaps into a quick lateral dolly left, then locks into a tight over-the-shoulder as she raises her guard.6–10s: She launches into a rapid, precise fight sequence — ducking a grab, delivering a sharp elbow, spinning to sweep a leg, then using a nearby pottery stall for cover as she throws a ceramic pot that shatters. Camera circles her at high speed in a continuous 360° orbit at chest height, intercut with brief whip-pans to capture impacts, with motion blur on limbs and flying debris. Dust and fabric scraps kick up in the sunlight.10–13s: She dispatches the second attacker with a controlled takedown, then sprints forward through the narrow street, weaving between startled shoppers. Camera switches to a low, aggressive tracking shot racing alongside her at knee height, then rises into a dynamic following shot as she vaults over a low market table.13–15s: She reaches a corner, glances back once, then disappears into a side alley as the camera slows into a final wide shot of the chaotic market street behind her — overturned stalls, scattered goods, and remaining figures recovering. Dust settles in the bright sunlight.Maintain ultra-realistic detail, high-contrast natural daylight with sharp shadows, subtle motion blur on fast action, photorealistic physics, intense kinetic energy, and continuous 15-second take with no cuts.show more

KeorUnreal
10,169 Aufrufe • vor 1 Monat
Watch this 17-second clip carefully. What you are about... to see is not what it claims to be. For over 25 years I’ve worked as a specialist forensic analyst, both within the intelligence world as well as private security sector. So I’m going to show you how forensic analysis really works to uncover the truth about what we see put in front of us. TRT World, Turkish state media, released this video claiming it shows an Israeli airstrike on a residential building in Al Zaitoun, Gaza on January 5, 2025. The dramatic footage with emotional Arabic overlay text was designed to generate instant outrage. While obvious Pallywood often uses fake blood and staged injuries, this one is more sophisticated. It relies on perfect timing and internal preparation. Here is the second-by-second breakdown: Seconds 0 to 1: The camera is already perfectly framed on the building. White smoke begins venting from multiple windows simultaneously. At around the one-second mark, a bright red dot appears on an upper window for a fraction of a second right before the blast. This is the trigger light that lights up the instant before an explosive charge is detonated. It also acts as a marker for the cameraman. No incoming missile, no external impact flash. Seconds 1 to 2: A massive dark smoke plume erupts violently outward and upward. Debris is ejected. When a real missile strikes a building, you typically see large flames from the missile’s fuel and the force ripping apart major sections of concrete, producing large chunks of debris. Here, we see no significant flames and only small debris mixed with heavy dust, exactly what you would expect from a small internal explosive device designed mainly to blow out windows and create a dramatic smoke plume. The explosion originates from inside the building and expands symmetrically. Seconds 2 to 4: The smoke cloud balloons dramatically. The cameraman, already positioned and recording, smoothly tilts up to capture the most cinematic part of the plume. Seconds 4 to 6: The camera tilts down to street level. A girl in bright pink walks across the dusty area almost casually, not showing the expected panic. Seconds 6 to 9: Civilians appear relatively composed. Then the man in the red hoodie runs in, stops dramatically, and points upward while shouting in a theatrical manner. Seconds 9 to 17: People mill about with surprising calm as dust swirls. The camera work remains composed enough to capture the drama while TRT World adds the emotional propaganda text. This was not an airstrike. It was a carefully timed internal detonation, triggered from within (signaled by the red dot), filmed by someone who knew exactly when it would happen. The internal multi-window venting, perfect camera placement, and staged reactions all confirm it was manufactured for propaganda. If you value the truth and appreciate such detailed analyses, please share. Real tragedy does not need this level of staging. The information war continues.show more

Mor Edge Insight
67,787 Aufrufe • vor 3 Monaten
🚨 THE UNIVERSE HAS BEEN HACKED! THE SOURCE CODE... IS NOW OPEN SOURCE. THE SOLAR SYSTEM IS LITERALLY A GIANT ATOM. RUN THE SCRIPT AND TEST THE HARVARD & NASA DATABASES YOURSELF! For 100 years, textbooks have taught that the Solar System is just a bunch of rocks floating randomly in a continuous, empty space (ℝ⁴). That is mathematically and physically false. Space is rigidly quantized. We have executed a massive dual-scale empirical audit of the complete Harvard-Smithsonian Minor Planet Center (MPC) database—a staggering 1,561,930 celestial objects and 951 comets. We did not use a computer simulation. We used a direct uplink to the official, daily-updated global registry of every known rock in space. The ultimate topological illusion has been destroyed. The cosmos and the quantum realm are running the exact same executable file. The Solar System is a Macroscopic Atom. Galaxies are Macroscopic Molecules. Here is the ultimate, multi-layered proof. 🧬 I. THE BIOLOGICAL ORIGIN: WE PORTED THE CODE FROM DNA Here is the revelation that shatters the mainstream divide between disciplines: We didn't just "guess" the algorithms of celestial mechanics by looking at telescopes. We extracted the mathematical descent operator directly from Biology. Dr. Jean-Claude Perez jean-claude perez (retired IBM Artificial Intelligence Research Centre), working in deep collaboration with Nobel Laureate Dr. Luc Montagnier, didn't find the geometric limits of reality by looking at stars. They found them by decoding the bio-atomic masses of life's foundational elements (C, O, N, H) inside human DNA. They discovered that the building blocks of life are mathematically filtered through a competitive geometric differentiation, yielding a universal projection coefficient bounded by the Golden Ratio (φ) and π: Proj(m) = [1 - 4φ^(7/2)π]m The exact same Diophantine mathematical constraints that assemble your genetic code also assemble the periodic table of elements—and we have now proven they construct the orbital structure of the Universe. We took the source code of life, applied it to the cosmos "just to see what would happen," and the Matrix rendered itself. Look at the attached video. On the left: Rosalind Franklin’s famous "Photo 51" showing the X-ray diffraction of human DNA. On the right: NASA Hubble’s image of the "X" structure at the core of the Whirlpool Galaxy (M51). This is not a coincidence. It is the exact same topological blueprint. The galaxy is a molecule. The solar system is an atom. DNA and the cosmos run on the exact same geometric engine. 🛡️ II. THE ZERO-PARAMETER SHIELD & THE TIME MACHINE "But you just curve-fitted the Harvard data!" No. The mathematics came FIRST. We didn't look at the sky; we looked at pure Euclidean geometry. The "Source Code" explicitly embedded in our IT³ framework is derived from strict nested embeddings (Sphere ⊃ Cube ⊃ Octahedron ⊃ Torus ⊃ Catenoids). It operates with ZERO empirical free parameters. The matrix is hardcoded in pure Diophantine roots: ➤ Λ₁ = √3(3 + 2√2) ≈ 10.095. The exact, unalterable helical pitch-to-throat ratio of a vertical torus tangent to the faces of an inscribed cube. ➤ Λ₃ = φ²√3 ≈ 4.534. Derived strictly from the same roots. ➤ N_twist = 103. The exact topological energy minimum. ➤ S_out = 3 S_in. The exact surface area ratio of Cuboctahedral (Oₕ) symmetry. You cannot "curve-fit" fundamental geometry. And we proved it with a Time Machine. Our geometric matrix dictates a "Macroscopic Valence Shell" peaking exactly at 46.77 AU. When we ran this exact operator on historical MPC database archives from August 1992... that shell was COMPLETELY EMPTY. Humanity had zero objects there. But the math demanded it. Then, 1992 QB1 was found. Then 6 objects. Then 18. Today, thousands of bodies are perfectly locked into that exact 46.77 AU shell. You cannot curve-fit a database that does not exist yet. The geometry waited for humanity to find the matter. 💥 III. THE TELESCOPES ARE BLIND: 5 Global Algorithms Crash Imagine trying to run a modern 3D video game on a 1980s pocket calculator. The calculator isn't broken, but its software simply cannot process the reality it's being fed. It freezes, crashes, and spits out error codes. This is exactly what is happening to the world's most advanced space telescopes. The physical mirrors and lenses in space are working perfectly. They are capturing real photons. But the software pipelines on Earth are programmed to believe that space is a continuous, empty void (ℝ⁴). When these telescopes look at the exact topological nodes of the Macroscopic Atom, the algorithms mathematically choke. They try to fit flat, continuous-space formulas onto a macroscopic quantum standing wave. Here is how the continuous-space paradigm dies on your screen when querying NOIRLab and ESA servers: ➤ 1. ESA Gaia DR3 (The L2 Space Telescope Collapse): The satellite physically observed target objects up to 510 times. Yet, the algorithm returns a Parallax of NaN (Not a Number) and an astrometric_excess_noise_sig of over 1.7 MILLION! Standard noise for a real star is under 2.0. Negative and NaN parallaxes on multi-year transits are physically impossible for solid rocks. ➤ 2. DESI Legacy Survey: The Tractor algorithm attempts to fit a standard point-mass shape (PSF). A perfect fit is χ² = 1.0. At our derived nodes, the fit error (rchisq_g) explodes past 18,500! The software is mathematically vomiting. ➤ 3. NOIRLab NSC DR2 (Supercomputer Timeout): When we expanded the query to a 2.5-degree radius, the server literally timed out. The density of objects exhibiting fatal kinematic errors (pmraerr > 100) was so overwhelming that the database execution limit was breached. The instruments are calibrated for an infinite void, but they are hitting the structural skeleton of spacetime itself. 🛰️ IV. HUMAN HARDWARE IS CAPTURED In the 1970s, humanity launched Pioneer 10, Pioneer 11, Voyager 1, and Voyager 2. Once they achieved escape velocity, they were supposed to coast on smooth, perfectly predictable Newtonian trajectories. But they didn’t (the infamous "Pioneer Anomaly"). Our framework reveals the terrifying truth: the probes are physically colliding with the rigid structural skeleton of the Solar System. Space has "density ridges" that strictly obey spectral geometry. The theoretical orbital shells scale by the exact formula: Rₙ = 27 · (√3)ⁿ⁻¹ Let’s calculate the n=4 topological shell: R₄ = 27 · (√3)³ ≈ 140.296 AU. When we connect our dashboard to the LIVE NASA Horizons API to track fractional divergence {n} = n - round(n), we see the impossible. ➤ Pioneer 10: +0.019 ➤ Voyager 2: +0.046 Their columns are practically glued to absolute mathematical zero. They are flying at exactly ~141.7 AU and ~143.8 AU. They are not floating aimlessly. They have been mathematically and physically CAPTURED by the n=4 topological resonance layer (140.3 AU). The joint probability of this happening by random chance is p = 0.0034. 👁️ V. THE HYDROGEN RHYME & THE OPEN SOURCE TRUTH In 2013, physicists took the first-ever direct photograph of the electron orbitals of a Hydrogen Atom (Stodolna et al., PRL 110, 213001). When our 3D Perez Hourglass manifold rotates into a Top-Down 2D projection, the architecture of our Solar System PERFECTLY MIMICS the 2013 Hydrogen photograph. The distribution of 1.56 million macro-objects flawlessly matches the exact nodal interference fringes of the (2,27,0) Stark state observed in the lab. Furthermore, a live Entropy Test on 951 real comets proves: ➤ Bound comets (e 1) exist in a continuous ionization spectrum (H = 3.85 bits), acting exactly as free macroscopic electrons escaping the atom! THE CONCLUSION: Exactly 99.56% of all baryonic mass is geometrically trapped in a central topological node. The universe uses ONE blueprint. The continuum is dead. 👁️ VI. THE ANCIENT AXIOM & THE GEOMETRY OF THE MATRIX For millennia, the greatest minds in human history recorded fragments of a universal fractal law. For centuries, orthodox science dismissed these records as mere philosophical metaphors, religious mysticism, or primitive alchemy. But our mathematical matrix proves otherwise. They were not writing poetry; they were describing the LITERAL geometric and topological mechanics of the universe. The invariant mapping between subatomic hydrogen orbitals and macroscopic celestial mechanics proves that the ancients were blindly touching the exact same structural blueprint we have now mathematically solved. By synthesizing thousands of years of human intuition with raw astrophysical data, a perfect scale-invariant reality emerges: ➤ The Hermetic & Vedic Invariance: The foundational axiom of the Emerald Tablet—"That which is below is like that which is above"—and the ancient Sanskrit maxim "Yatha pinde tatha brahmande" (As in the microcosm, so in the macrocosm) are not mystical riddles. They are the exact verbal formulations of structural scale-invariance. The atom and the solar system are geometrically identical. ➤ The Pythagorean & Platonic Lattice: Plato’s famous declaration that "God always geometrizes" perfectly describes the rigid spatial logic of our topological matrix. Just as the Pythagoreans claimed the harmony of the spheres mimics the human soul, we see that the primary chaos of matter is ordered strictly by invariant, measurable geometric symmetry. ➤ The Abrahamic Projection: The structural hierarchy of the universe demands that the macro-order projects perfectly onto the micro-plane ("On earth as it is in heaven"). The blueprint is singular, echoing across all scales of existence. ➤ The Galileo-Dirac Synthesis: Galileo asserted that the universe is a book written in the language of mathematics, its letters made of triangles and circles. Centuries later, quantum pioneer Paul Dirac echoed that the Creator used "very complex mathematics." They were absolutely correct. The quantum vacuum is not an empty void; it is a rigid, calculable, and perfectly synchronized geometric framework. Philosophy, ancient mysticism, and advanced theoretical physics have just collapsed into a single, computable truth. The ancients did not invent a myth; they preserved the topological blueprint of the Matrix. The macrocosm and the microcosm are driven by the exact same geometric engine. The universe is a single, mathematically flawless organism. 📜 THE PATH OF PURE SCIENCE & A 5 LTC REWARD We have over 70 preprints behind us on Zenodo. You can open them and watch the evolution of our thought. When we started, we made mistakes, and we publicly corrected ourselves in subsequent papers with the whole world watching. No hiding data. This is how real science is done! Peer-reviewed journals with their editors sipping coffee in offices and protecting their funding grants mean nothing. Words mean absolutely nothing! Mathematics is the ultimate judge. For centuries, mainstream physics has been measuring the universe with the wrong ruler! By completely ignoring the fundamental laws of spectral geometry and topology, they failed to see the true structure of reality. We have fixed this. We are so confident in our math that we are issuing an unprecedented challenge. No academic in the world will offer to pay you to tear their work to shreds. But we do! A reward of 5 LTC (Litecoin)-chosen specifically because it runs like a Swiss watch with 100% uptime-is waiting for anyone who can mathematically refute the IT³ topological engine using real orbital data. 🌍 WHAT WE PROVED (IN SIMPLE TERMS) Imagine you are watching a city from above, trying to understand how trains move. Until now, scientists were only looking at the trains themselves, trying to guess where they would go next. What we did was discover the hidden tracks. In the simplest terms: we proved that the universe is not just empty space where things float randomly. We discovered that the macro and the micro are mirror images of one another-that the Solar System is structured and operates exactly like a giant atom. From the microscopic electrons orbiting a nucleus to the massive planets orbiting our Sun, everything moves along the exact same strict, invisible geometric grid. We found the hidden "blueprint" of space. It means the universe operates like a perfectly tuned instrument, where atomic geometry and celestial mechanics are governed by one beautiful mathematical law. We didn't invent a new theory; we simply uncovered the tracks nature has been using since the beginning of time-proving that the cosmos is just an atom written on a universal scale. WORDS MEAN NOTHING. RUN THE CODE YOURSELF: Open your terminal (Mac/Linux) and paste this command to hijack the database and watch the Matrix render in under 35 seconds: curl -sL " | python3 Read the rigorous proofs: DOI: DOI: DOI: #Astrophysics #NASA #DNA #QuantumCosmology #PhysicsBreakthrough #IT3Framework #DataScienceshow more

Dr. Logvinovich
450,809 Aufrufe • vor 21 Tagen
Created with seedance 2.0 on Pollo AI Duration: 15... Seconds Style: Live-action + ultra-photoreal miniature human composite comedy short film. First-person breakfast POV vlog. 8K Ultra HD, vertical 9:16, handheld camera with subtle natural movement, cinematic shallow depth of field. Every object is completely real: wooden breakfast table, giant fluffy pancakes, maple syrup, butter, blueberries, coffee mug, flowers, plants, and the miniature woman. Everything shares identical photographic lighting, reflections, realistic textures, and contact shadows. Bright outdoor apartment balcony during golden morning sunlight with a soft breeze moving nearby curtains and plants. Character: Aria Lin — a 22-year-old adult East Asian woman, exactly 15 cm tall. Mature facial features, fair skin with realistic pores, deep brown almond eyes, black waist-length hair with fluffy air bangs and one loose braid over her left shoulder. Wearing a fitted white sleeveless tank top, fitted blue jeans, white thick-soled sneakers, and a thin gold bracelet on her right wrist. Same face, hairstyle, outfit, proportions and size throughout. No CGI, no cartoon, no doll, no figurine. ──────────────────────── 00:00–00:03 | Shot 1 – Pancake Summit First-person breakfast POV. A giant stack of fluffy pancakes towers above the breakfast table like a mountain. Aria uses a tiny dessert fork as a climbing tool, carefully climbing the soft pancake edge. She reaches the top, looks around proudly at the giant breakfast landscape, then raises both arms with a victorious smile as warm sunlight illuminates her face. SFX: Morning birds, gentle breeze, soft ambience. ──────────────────────── 00:03–00:06 | Shot 2 – Maple Syrup River A real human gently pours warm maple syrup from above. The syrup slowly flows around her like a beautiful golden river. Aria instantly jumps onto a fresh strawberry slice and rides it like a tiny surfboard, gliding smoothly along the flowing syrup while laughing. Golden reflections shimmer across the syrup. SFX: Maple syrup pouring. Soft flowing liquid. ──────────────────────── 00:06–00:09 | Shot 3 – Butter Ice Slide A giant butter cube slowly slides across the warm pancake. Aria quickly jumps onto the butter and slides across its smooth surface like an ice skater. She spins once playfully before landing perfectly with both arms stretched outward. The butter leaves a glossy trail behind. SFX: Soft sliding. Light laughter. ──────────────────────── 00:09–00:12 | Shot 4 – Blueberry Bounce A giant blueberry gently rolls toward her. Instead of running away, she hops onto the blueberry. The blueberry bounces naturally across the pancake while she balances with both arms and laughs like she's riding a giant adventure ball. The camera follows smoothly with cinematic motion. SFX: Soft bouncing. Happy laughter. ──────────────────────── 00:12–00:15 | Shot 5 – Breakfast Champion A real human gently places a shiny coffee spoon beside the pancake. Aria confidently climbs onto the spoon. She raises her tiny dessert fork like a victory trophy. She waves happily toward the camera. Makes a playful "OK" hand gesture. Smiles brightly. Morning sunlight glows behind her while flowers gently sway in the background. Final 0.3 seconds: Freeze-frame with perfect scale contrast between the tiny chef, giant spoon, pancake mountain, blueberries, maple syrup, and warm golden morning light. SFX: Soft magical chime. Morning ambience fades naturally. ──────────────────────── Strict Requirements • Same adult woman throughout. • Height remains exactly 15 cm. • Same face, hairstyle, outfit and proportions. • Full photorealism only. • Outdoor breakfast balcony environment only. • Realistic sunlight, shadows, reflections and contact shadows. • Smooth cinematic camera transitions.show more

Simply Ray
12,310 Aufrufe • vor 2 Monaten
This is my "feel the AGI" moment: I used... GPT-5.6 Sol to train my own autocorrect model that outperforms GPT-5.6 Sol (wtf??) I have no ML background. I have no idea what I'm doing. I just kept pushing Sol until it spat out a SOTA model. And I spent $0. The motivation: Years of talking to AI have made me terrible at typing. Rather than fix my skill issue, I decided to throw more AI at it. My idea was: instead of autocorrect that interrupts my flow, I want to type fast with mistakes and have AI clean it up after. I wanted the smallest local model possible, for speed, for battery life, for science! So I decided to train my own. Inspired by Andrej Karpathy’s autoresearch, I ran Codex /goal with this setup: pick an experiment, try it, record the results to a doc, throw it out if it fails, and plan the next experiment without repeating failures. I gave a few examples that had to pass, tight latency targets, and let it run. Sol did some amazing things. First, it scanned benchmarks and shortlisted base models: Qwen 3.5, Gemma 4, Liquid LFM 2.5. It found a dataset on HuggingFace for typed text. Then it built a simulator for fingers striking a Mac keyboard, modeling the physical layout with a Gaussian distribution around each key. It simulated striking the wrong key, wrong order, fat-fingering, etc. With the models + data + simulator, it fine-tuned using MLX right on my MacBook. It had a working prototype within an hour! But accuracy was pretty poor. — Problem 1: Tokenization Sol read papers, ran tests, and identified that the tokenizer was the bottleneck. Tokenization makes typos hard for the model to see, so it memorizes mappings instead of using its language priors. Sol tried ByT5, Google’s tokenizer-free byte-level LLM. This made a big improvement, but the model is old and lacked the knowledge needed to reach Sol performance. Sol dug deeper and realized a tokenizer-free model isn’t needed; instead, it used T5Gemma, an encoder-decoder model. This can understand the input deeply before producing output, and furthermore, Sol could post-train the encoder to improve performance. This gave a much higher ceiling. — Problem 2: Loss function Now the model was correcting some typos perfectly, but ignoring most. Sol realized that standard cross-entropy loss was teaching the model to avoid edits, because the vast majority of characters in the training data were left unmodified. The fix was wild: Sol wrote a custom loss function that byte-aligns the source and target strings, uses a dynamic programming algorithm to compute the minimum edits between the two, then weights correct edits much higher than copies. After a lot of tuning, this dramatically improved accuracy. — Problem 3: Autoregression One failure mode remained: if the model made a mistake, it couldn’t backtrack. It could only predict the next token. Teaching it to “think” like a reasoning model would solve this, but would be far too slow. Sol found a beautiful solution: instead of greedily predicting the next token, beam search over all possibilities. This parallelizes the exploration instead of one linear chain-of-thought. At the end, choose the path with highest cumulative log probability. This worked great, but made the experience worse, since the user wouldn’t see progress until the whole search was done. To fix this, Sol made a clever observation: after each search step, the longest common prefix among surviving branches is guaranteed to appear in the final result, so it can be displayed immediately. As the search progresses, weaker paths are dropped and the prefix grows, so the user sees continuous progress. Sol built all this as a custom MLX pipeline that does the parallel decoding on the MacBook GPU, with just ~40ms TTFT. It’s crazy fast and entirely local. — Final eval (error reduction rate, higher is better): - Apple autocorrect: 49.66% - GPT-5.6 Luna: 82.47% - GPT-5.6 Terra: 87.64% - GPT-5.6 Sol: 90.56% - Our model (1.7B): 91.02% Final cost: - 1 quota reset (thanks Tibo) - $0 (And yes, I verified there's no cheating. In fact, we test words scrubbed from the training data to prove the model isn’t memorizing) There were a ton more details and tangents I could write about: contrastive learning, GRPO, DPO, dynamic masking, and more. Sol is a fascinating and creative model. It blew my mind so many times. Don’t let a lack of experience stop you: Sol makes AI experiments accessible to anyone!show more

Anshu
179,451 Aufrufe • vor 2 Monaten