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Excited to share that our paper 🌊🤺 “CFC: Simulating Character–Fluid Coupling using a Two-Level World Model” has been accepted to #SIGGRAPHASIA2025! In this work, we build a two-level world model (neural physics) for rigid-body–fluid interaction and use it to train physics-based character controllers efficiently. We study: (1) learning to...

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Our general understanding of the characteristics of the physical world are largely restricted by the limited range of our senses. The world appears to be comprised of tangible objects positioned within empty space, separate and distinct. Neither of these characterizations are true. Our unaided senses generate a false interpretation of the true state of reality. Space is note empty, it is substantive with a quantifiable and measurable energy density. Space, in terms of quantum vacuum fluctuations, can be considered as a veritable sea of oscillating energy, like a fluid, quantized at the Planck scale (a billion trillion trillion times smaller than a centimeter) as Planck spherical units, and these tiny oscillators make up the fluid medium of space and comprise the "material" stuff as well. Imagine being able to directly perceive this level of reality. Our photodetector proteins in our eyes are sensitive to electromagnetic radiation in the frequency range of 400 to 800 terahertz (trillions of oscillations per second), and we call this "visible light". If, however, we could see light at the Planck scale, were photons oscillate at the Planck frequency— a mass-energy value that makes the electromagnetic component at order of unity with spacetime curvature— then we would theoretically see directly the substantive fluid medium of space and our sight would relay a world that is integrally interconnected and all one substance; objects would not appear as separate and distinct or even fundamentally different than the substance comprising the bulk space. "Material" objects would appear just as patterned vortices of the fluid that is the very substance of space. So, tangible objects are made of the same substance as space, and only seem physical to our limited senses because of electromagnetic repulsive forces. The electromagnetic repulsive forces are generated by how these PSUs circulate and flow within the structured patterns of space that we call particles and atoms. In this way, the coherent phases, circulation, flow, and pressure forces of this Planck plasma fluid are the source of mass, force, and charge. We are now coming to an understanding of these dynamics at a fundamental level, exemplified in the publication The Origin of Mass and the Nature of Gravity 🔗

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Tencent presents GameGen-O Open-world Video Game Generation We introduce GameGen-O, the first diffusion transformer model tailored for the generation of open-world video games. This model facilitates high-quality, open-domain generation by simulating a wide array of game engine features, such as innovative characters, dynamic environments, complex actions, and diverse events. Additionally, it provides interactive controllability, thus allowing for the gameplay simulation. The development of GameGen-O involves a comprehensive data collection and processing effort from scratch. We collect and build the first Open-World Video Game Dataset (OGameData), amassed extensive data from over a hundred of next-generation open-world games, employing a proprietary data pipeline for efficient sorting, scoring, filtering, and decoupled captioning. This robust and extensive OGameData forms the foundation of our model's training process. GameGen-O undergoes a two-stage training process, consisting of foundation model pretraining and instruction tuning. In the first phase, the model is pre-trained on the OGameData via the text-to-video and video continuation, endowing GameGen-O with the capability for open-domain video game generation. In the second phase, the pre-trained model is frozen, and we fine-tuned using a trainable InstructNet, which enables the production of subsequent frames based on multimodal structural instructions. This whole training process imparts the model with the ability to generate and interactively control content. In summary, GameGen-O represents a notable initial step forward in the realm of open-world video game generation via generative models. It underscores the potential of generative models to serve as an alternative to rendering techniques, which can efficiently combine creative generation with interactive capabilities.

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