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🚀 Excited to introduce StreamRender-H3 — bringing real-time interactive worlds to life with diffusion models! Built on Sol-Engine, we post-trained MiniMax (official) H3 Ref2VA into a real-time streaming neural renderer. 🎮 Code drives the world. A game engine handles physics, object states, and player interactions, while H3 generates the...

68,819 görüntüleme • 3 gün önce •via X (Twitter)

35 Yorum

Nilin profil fotoğrafı
Nilin3 gün önce

@MiniMax_AI Is 8xGB200 a good starter setup for gaming? jk impressive results

Enze Xie profil fotoğrafı
Enze Xie3 gün önce

@MiniMax_AI ideally should run this on RTX series GPU~

Tyler Palmer profil fotoğrafı
Tyler Palmer3 gün önce

@Scobleizer @MiniMax_AI Build your own gta 6 before gta 6

NI4NI profil fotoğrafı
NI4NI3 gün önce

@MiniMax_AI Impressive, real time on >$500.000 of GPU though🫤 DLSS5 is promising I can run GTA V in 4K50 with 2x DLSS5 on my RTX 4070Ti Super, maybe the future is low quality 3D with AI filters.

Liam Liang Ding profil fotoğrafı
Liam Liang Ding3 gün önce

@MiniMax_AI Cool step towards programmable world👏

Simon profil fotoğrafı
Simon2 gün önce

@MiniMax_AI Sol-Engine and 2 denoising steps and you still need 8x GB200?

Enze Xie profil fotoğrafı
Enze Xie2 gün önce

@MiniMax_AI yes, because H3 is large(33B) and latency should be as low as possible

Simon profil fotoğrafı
Simon2 gün önce

@MiniMax_AI Can't you get a similar result with for example 8x 5090s if latency is the main issue?

Baduz - Action Adventure Game Maker profil fotoğrafı
Baduz - Action Adventure Game Maker2 gün önce

@MiniMax_AI Great work - we're working on a similar tech, will soon be released on @BaduzGame and work in the browser!

Junsong_Chen profil fotoğrafı
Junsong_Chen3 gün önce

@MiniMax_AI

Oliver Mackenzie profil fotoğrafı
Oliver Mackenzie2 gün önce

@MiniMax_AI Amazing work!

Gavin Guo profil fotoğrafı
Gavin Guo3 gün önce

@MiniMax_AI super cool!

Enze Xie profil fotoğrafı
Enze Xie3 gün önce

@MiniMax_AI Will Muse have streaming version?🤔

Gavin Guo profil fotoğrafı
Gavin Guo3 gün önce

@MiniMax_AI stay tuned!

Deep Bhalerao profil fotoğrafı
Deep Bhalerao3 gün önce

@MiniMax_AI sounds very very cool

Andreas Bryant profil fotoğrafı
Andreas Bryant3 gün önce

@MiniMax_AI Well done. Over time, this may be superior to traditional game rendering, especially alongside controller models.

Fastest Ghoda profil fotoğrafı
Fastest Ghoda3 gün önce

@MiniMax_AI this is amazing Will love to read on it

Adria Blancafort profil fotoğrafı
Adria Blancafort2 gün önce

@MiniMax_AI This makes a lot of sense

stride profil fotoğrafı
stride3 gün önce

@MiniMax_AI amazing!

Anthony K Nairn, PhD profil fotoğrafı
Anthony K Nairn, PhD2 gün önce

@MiniMax_AI Neat

安叫兽|Bird🕊️ 🔶 BNB profil fotoğrafı
安叫兽|Bird🕊️ 🔶 BNB3 gün önce

@MiniMax_AI 快速转视角的时候,画面能跟得上吗?

Manu_TechAndGames profil fotoğrafı
Manu_TechAndGames2 gün önce

@MiniMax_AI How do you handle coherency? Like will everything be the same for the second round of the race, even if coming from a different angle, and point of view ? Or that all the other cars stay exactly the same for the whole experience?

Amani Kiruga profil fotoğrafı
Amani Kiruga2 gün önce

@MiniMax_AI How do you get around MiniMax strict usage license in the US?

Johnny Núñez profil fotoğrafı
Johnny Núñez2 gün önce

@MiniMax_AI amazing!

Keshav profil fotoğrafı
Keshav2 gün önce

@MiniMax_AI 👏👏👏

Huge Brain Labs profil fotoğrafı
Huge Brain Labs2 gün önce

@MiniMax_AI Doesn’t it take 8xGb200 GPUs? 💰

Subsidy Bro profil fotoğrafı
Subsidy Bro2 gün önce

@MiniMax_AI @MoshiMoshiMoan cant wait to buy these skins on the in-game store 😂

Zishan Shao profil fotoğrafı
Zishan Shao2 gün önce

@MiniMax_AI Amazing Work!

Udayan Maurya profil fotoğrafı
Udayan Maurya2 gün önce

@MiniMax_AI super cool! I run @glitchlive_ AI livestreaming platform. We are looking for a faster and cheaper way to render realtime streams. Can I use this model as a service?

Lank profil fotoğrafı
Lank2 gün önce

@MiniMax_AI Letting the game engine own physics and H3 only paint the frames is the right split. 273 ms per chunk on 8×GB200 is the number I'll be watching shrink.

Evia AI profil fotoğrafı
Evia AI2 gün önce

@MiniMax_AI This real-time neural renderer concept is insane

FrankStain profil fotoğrafı
FrankStain2 gün önce

@MiniMax_AI 8×GB200 GPUs. easier to generate the code that then renders on a more normal GPU

Agentsfy profil fotoğrafı
Agentsfy2 gün önce

@MiniMax_AI This is sick.

埃迪Eddie profil fotoğrafı
埃迪Eddie3 gün önce

@MiniMax_AI 请问有做 inverse-cfg 吗?还是直接训?

AcOrP profil fotoğrafı
AcOrP2 gün önce

@MiniMax_AI Giga Impressive, sadly the HW it requires make it not very practical

Benzer Videolar

🚀 Sol-H3: MiniMax (official) H3 Video Generation Faster Than Playback 🤩 Five seconds of world. 1.653 seconds to infer. We’re releasing Sol-H3, our fastest end-to-end MiniMax-H3 inference stack yet. On one 8× NVIDIA B300 Blackwell system, it generates five seconds of 1344×768 video with stereo audio in 1.653 seconds. Across 1×, 4×, and 8× B300, Sol-H3 reaches up to a 15.54× speedup versus Base H3. Compared with 50-step Base H3 Dense on the same 8× B300 system, the four-step Sol-H3 profile delivers: • 5s: 18.250s → 1.653s (11.04×) • 10s: 50.660s → 3.732s (13.57×) • 15s: 99.513s → 6.612s (15.05×) Sol-H3 also scales across GPU counts: • 4× B300: 2.918s / 6.993s / 12.542s for 5s / 10s / 15s (12.11–15.54×) • 1× B300: 13.745s / 37.813s / 52.260s for 5s / 10s / 15s (9.45–14.29×) All figures are medians of three measured runs after one warmup at 1344×768 and 24 FPS with stereo audio. Base H3 uses 50 scheduler points (49 DiT forwards); Sol-H3 uses four DiT forwards, so this is a full-profile comparison—not an attention-only runtime change. Sol-H3 uses Dense attention on 1× B300 and SOL with INT8 QKV / FP8 output transport on 4× / 8×. Timing includes text encoding, DiT denoising, and video/audio VAE decoding; model loading, compilation warmup, and final MP4 encoding are excluded. Sol-H3 brings Sol-Engine × Sol-Attn into one full-stack runtime: • dynamic sparse attention with no retraining • fused norm, RoPE, MLP, and sparse-attention setup • fused INT8 QKV / FP8 output communication across 8 GPUs • parallel, batched VAE decoding • precomputed AdaLN caching Inside the stack: • sparse-attention setup: 1.206 → 0.285 ms (−76.4%) • VAE decode: 7.55 → 0.602 s • ~24 GB memory freed per GPU Any MiniMax-H3 few-step LoRA can plug into the same engine, and the code is deployment-friendly under Apache 2.0. For us, the bigger milestone is crossing from “fast generation” into “faster than playback.” That opens the path toward continuous 24 FPS generation and truly interactive video systems. We’re excited to partner with reactor to release Sol-H3 and make it available as an API day-0. Try it now on Reactor: 🔗 Amazing team effort—full credits in the blog. LoveSy Junsong_Chen yitong li Haopeng Li Haocheng Xi 🚗 COLM Song Han

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AVALON

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VideoRF: Rendering Dynamic Radiance Fields as 2D Feature Video Streams paper page: Neural Radiance Fields (NeRFs) excel in photorealistically rendering static scenes. However, rendering dynamic, long-duration radiance fields on ubiquitous devices remains challenging, due to data storage and computational constraints. In this paper, we introduce VideoRF, the first approach to enable real-time streaming and rendering of dynamic radiance fields on mobile platforms. At the core is a serialized 2D feature image stream representing the 4D radiance field all in one. We introduce a tailored training scheme directly applied to this 2D domain to impose the temporal and spatial redundancy of the feature image stream. By leveraging the redundancy, we show that the feature image stream can be efficiently compressed by 2D video codecs, which allows us to exploit video hardware accelerators to achieve real-time decoding. On the other hand, based on the feature image stream, we propose a novel rendering pipeline for VideoRF, which has specialized space mappings to query radiance properties efficiently. Paired with a deferred shading model, VideoRF has the capability of real-time rendering on mobile devices thanks to its efficiency. We have developed a real-time interactive player that enables online streaming and rendering of dynamic scenes, offering a seamless and immersive free-viewpoint experience across a range of devices, from desktops to mobile phones.

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