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"Fast 4D Mesh Generation by Spatio-Temporal Attention Chains" TL;DR: training-free spatio-temporal attention chains generate topology-consistent 4D meshes from video 13× faster while improving temporal correspondence quality

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[NeurIPS '24] DreamMesh4D: Video-to-4D Generation with Sparse-Controlled Gaussian-Mesh Hybrid Representation Abstract (excerpt) We introduce DreamMesh4D, a novel framework that combines mesh representation with sparse-controlled deformation technique to generate high-quality 4D object from a monocular video. To overcome the limitation of classical texture representation, we bind Gaussian splats to the surface of the triangular mesh for differentiable optimization of both the texture and mesh vertices. In particular, DreamMesh4D begins with a coarse mesh provided by a single image based 3D generation method. Sparse points are then uniformly sampled across the surface of the mesh, and are used to build a deformation graph to drive the motion of the 3D object for the sake of computational efficiency and providing additional constraint. For each step, transformations of sparse control points are predicted using a deformation network, and the mesh vertices as well as the bound surface Gaussians are deformed via a geometric skinning algorithm. The skinning algorithm is a hybrid approach combining LBS (linear blending skinning) and DQS (dual-quaternion skinning), mitigating drawbacks associated with both approaches. The static surface Gaussians and mesh vertices as well as the dynamic deformation network are learned via reference view photometric loss, score distillation loss as well as other regularization losses in a two-stage manner. Extensive experiments demonstrate that our method outperforms prior video-to-4D generation methods in terms of rendering quality and spatial-temporal consistency.

MrNeRF

12,323 views • 1 year ago

Type a sentence, get any sound - from talking cats to singing saxophones. Brilliant release by NVIDIA ✨ NVIDIA just unveiled Fugatto, a groundbreaking 2.5B parameter audio AI model that can generate and transform any combination of music, voices, and sounds using text prompts and audio inputs Fugatto could ultimately allow developers and creators to bring sounds to life simply by inputting text prompts, → The model demonstrates unique capabilities like creating hybrid sounds (trumpet barking), changing accents/emotions in voices, and allowing fine-grained control over sound transitions - trained on millions of audio samples using 32 NVIDIA H100 GPUs 👨‍🔧 Architecture Built as a foundational generative transformer model leveraging NVIDIA's previous work in speech modeling and audio understanding. The training process involved creating a specialized blended dataset containing millions of audio samples → ComposableART's Innovation in Audio Control Introduces a novel technique allowing combination of instructions that were only seen separately during training. Users can blend different audio attributes and control their intensity → Temporal Interpolation Capabilities Enables generation of evolving soundscapes with precise control over transitions. Can create dynamic audio sequences like rainstorms fading into birdsong at dawn → Processes both text and audio inputs flexibly, enabling tasks like removing instruments from songs or modifying specific audio characteristics while preserving others → Shows capabilities beyond its training data, creating entirely new sound combinations through interaction between different trained abilities 🔍 Real-world Applications → Allows rapid prototyping of musical ideas, style experimentation, and real-time sound creation during studio sessions → Enables dynamic audio asset generation matching gameplay situations, reducing pre-recorded audio requirements → Can modify voice characteristics for language learning applications, allowing content delivery in familiar voices NVIDIA AI Developer

Rohan Paul

96,354 views • 1 year ago

SORA by Hand ✍️ OpenAI’s #SORA took over the Internet when it was announced earlier this year. The technology behind Sora is the Diffusion Transformer (DiT) developed by William Peebles and Shining Xie. How does DiT work? 𝗚𝗼𝗮𝗹: Generate a video conditioned by a text prompt and a series of diffusion steps [1] Given ↳ Video ↳ Prompt: "sora is sky" ↳ Diffusion step: t = 3 [2] Video → Patches ↳ Divide all pixels in all frames into 4 spacetime patches [3] Visual Encoder: Pixels 🟨 → Latent 🟩 ↳ Multiply the patches with weights and biases, followed by ReLU ↳ The result is a latent feature vector per patch ↳ The purpose is dimension reduction from 4 (2x2x1) to 2 (2x1). ↳ In the paper, the reduction is 196,608 (256x256x3)→ 4096 (32x32x4) [4] ⬛ Add Noise ↳ Sample a noise according to the diffusion time step t. Typically, the larger the t, the smaller the noise. ↳ Add the Sampled Noise to latent features to obtain Noised Latent. ↳ The goal is to purposely add noise to a video and ask the model to guess what that noise is. ↳ This is analogous to training a language model by purposely deleting a word in a sentence and ask the model to guess what the deleted word was. [5-7] 🟪 Conditioning by Adaptive Layer Norm [5] Encode Conditions ↳ Encode "sora is sky" into a text embedding vector [0,1,-1]. ↳ Encode t = 3 to as a binary vector [1,1]. ↳ Concatenate the two vectors in to a 5D column vector. [6] Estimate Scale/Shift ↳ Multiply the combined vector with weights and biases ↳ The goal is to estimate the scale [2,-1] and shift [-1,5]. ↳ Copy the result to (X) and (+) [7] Apply Scale/Sift ↳ Scale the noised latent by [2,-1] ↳ Shifted the scaled noised latent by [-1, 5] ↳ The result is "conditioned" noise latent. [8-10] Transformer [8] Self-Attention ↳ Feed the conditioned noised latent to Query-Key function to obtain a self-attention matrix ↳ Value is omitted for simplicity [9] Attention Pooling ↳ Multiply the conditioned noised latent with the self-attention matrix ↳ The result are attention weighted features [10] Pointwise Feed Forward Network ↳ Multiply the attention weighted features with weights and biases ↳ The result is the Predicted Noise 🏋️‍♂️ 𝗧𝗿𝗮𝗶𝗻 [11] ↳ Calculate MSE loss gradients by taking the different between the Predicted Noise and the Sampled Noise (ground truth). ↳ Use the loss gradients to kick off backpropagation to update all learnable parameters (red borders) ↳ Note the visual encoder and decoder's parameters are frozen (blue borders) 🎨 𝗚𝗲𝗻𝗲𝗿𝗮𝘁𝗲 (𝗦𝗮𝗺𝗽𝗹𝗲) [12] Denoise ↳ Subtract the predicted noise from the noised latent to obtain the noise-free latent [13] Visual Decoder: Latent 🟩 → Pixels 🟨 ↳ Multiply the patches with weights and biases, followed by ReLU [14] Patches → Video ↳ Rearrange patches into a sequence of video frames.

Tom Yeh

238,303 views • 2 years ago

XAI EXTENDS GROK IMAGINE VIDEO GENERATION TO 10 SECONDS WITH QUALITY ENHANCEMENTS xAI has updated its Grok Imagine tool to produce videos lasting 10 seconds, doubling the prior limit. This change, along with refinements in visual and audio elements, expands the tool's utility for short-form content creation. xAI released the upgrade to Grok Imagine in early 2026. The company, founded by Elon Musk, announced the feature through posts on the X platform. This follows previous iterations where videos were capped at shorter durations, typically 5 seconds. Grok Imagine allows users to generate videos from text prompts, building on its image creation capabilities. The update addresses constraints in video length that limited expressive potential. Users can now input descriptions to create clips, such as animations or scenes, without needing initial images. This positions the tool within the broader landscape of AI-driven multimodal generation, where text-to-video systems are increasingly common. The core adjustment doubles the maximum video duration from 5 seconds to 10 seconds. Accompanying this are upgrades to video quality, including more stable visuals, richer details, and improved clarity. Audio has also been enhanced for better output, making the generated content more immersive. These changes were described as "big improvements across the board" in the announcement. No specific benchmarks or quantitative metrics for the quality improvements were detailed in the release statements. The feature rollout appears gradual, with some users accessing it via the Grok app or web interface. xAI has not introduced user controls for exact timing, though such options are mentioned as future possibilities. This development highlights xAI's emphasis on iterative enhancements in generative AI tools. By extending duration while refining output fidelity, it reflects engineering priorities aimed at balancing computational efficiency with user needs. The focus on audio and visual stability suggests attention to common pitfalls in early text-to-video models, such as inconsistencies or artifacts. The sources do not specify the underlying model architecture changes or training data adjustments enabling this upgrade. Performance in real-world scenarios, like handling complex prompts or maintaining consistency across clips, remains unquantified in the announcements. Interpretations of broader implications for AI video generation would require additional evidence beyond what's provided.

Lacey

28,881 views • 7 months ago

A tricky LLM interview question: You're serving a reasoning model on vLLM, and it keeps running out of GPU memory on long traces. So you add KV cache compression and evict 90% of the cached tokens. VRAM usage stays as is and GPU still runs out of memory. Why? (answer below) Evicting 90% of the KV cache can free almost none of the memory it was using. This sounds counterintuitive, but it follows directly from how production servers store the cache today. The KV cache grows with every token a model generates. Each token appends its key and value vectors across every layer, and nothing is freed while generation continues. This is the dominant memory cost for reasoning models. If a 32K-token CoT caches ~32K tokens of KV vectors, a Qwen3-32B with 4-bit weights will run out-of-memory around 24K tokens on a 24GB GPU. One obvious solution is to keep the important tokens and drop the rest, since attention is sparse enough to allow it. But this does not solve the memory problem yet. The reason is paged attention, which is the memory manager behind vLLM and most production servers. Under the hood, it splits GPU memory into fixed physical blocks, each one holds the KV for about 16 tokens. This block returns to the allocator only when every slot inside it is empty. Since the eviction logic selects tokens by importance, and such tokens are scattered across blocks... ...so despite eviction, almost every block is left with at least some survivor tokens. For instance, if the logic evicts 14k of 16k tokens across 1,000 blocks, most likely every block will still have a token. This means the allocator frees almost nothing. Placing the new tokens into those freed slots is not ideal because it breaks the cache's layout. Say token 16,001 arrives, and it's placed in the slot the 40th token used to hold. The cache now reads position 38, then 16,001, then 41, so the cache is no longer in token order. Attention can still compute the right answer from that, but only if every slot now carries a separate note recording which position it actually holds. This introduces another bookkeeping cost that an in-order layout inherently avoids. So the cache is logically 90% smaller and still physically the same size. Many compression results miss this because they measure on pre-allocated contiguous tensors rather than a paged server. There's another problem. Eviction methods pick which tokens to keep by looking at the attention scores themselves (as expected). But fast attention kernels used in production, like FlashAttention, never save those scores. They compute attention in small pieces and throw the full score grid away as they go, which is also why they're fast. So the exact signal eviction methods need isn't available in memory. The workaround is to fall back to eager attention and build the full matrix, which gives up the speed FlashAttention was there to provide. NVIDIA published a method called TriAttention to solve both these problems. It never needs attention scores. Instead, it scores tokens from the geometry of the model's key and query vectors before RoPE is applied, where those vectors sit in stable clusters. For the memory problem, it runs a compaction pass every 128 decoded tokens. The surviving tokens slide forward to close the holes eviction creates, so whole blocks empty out and return to the allocator while the cache stays in token order. On long reasoning traces, the approach matches full-attention accuracy while decoding 2.5x faster and using 10.7x less KV memory. KV cache compression is a big infrastructure problem. The number that decides whether it works is the count of freed blocks, not the count of evicted tokens. You can find the NVIDIA write-up here: I wrote a first-principles breakdown of how the KV cache works. It walks through why the model stores keys and values at all, why the cache grows with every token, and a comparison of LLM generation speed with and without KV caching. Read it below.

Avi Chawla

271,839 views • 1 month ago

🚨 Paper Alert 🚨 ➡️Paper Title: Articulate3D: Zero-Shot Text-Driven 3D Object Posing 🌟Few pointers from the paper 🎯Authors of this paper proposed a training-free method, “Articulate3D”, to pose a 3D asset through language control. 🎯Despite advances in vision and language models, this task remains surprisingly challenging. 🎯To achieve this goal, they decomposed the problem into two steps. 🎯They modified a powerful image-generator to create target images conditioned on the input image and a text instruction. 🎯They then align the mesh to the target images through a multi-view pose optimisation step. 🎯 In detail, they introduced a self-attention rewiring mechanism (RSActrl) that decouples the source structure from pose within an image generative model, allowing it to maintain a consistent structure across varying poses. 🎯They observed that differentiable rendering is an unreliable signal for articulation optimisation; instead, they used keypoints to establish correspondences between input and target images. 🎯The effectiveness of Articulate3D is demonstrated across a diverse range of 3D objects and free-form text prompts, successfully manipulating poses while maintaining the original identity of the mesh. 🎯Quantitative evaluations and a comparative user study, in which their method was preferred over 85% of the time, confirm its superiority over existing approaches. 🏢Organization: University of Oxford , Google DeepMind 🧙Paper Authors: Oishi Deb, Anjun Hu, Ashkan Khakzar, Philip Torr, Christian Rupprecht 📝 Read the Full Paper here: 🗂️ Project Page: 🎥 Be sure to watch the attached Demo Video - Sound on 🔊🔊 Find this Valuable 💎 ? ♻️QT and teach your network something new Follow me 👣, naveen manwani , for the latest updates on Tech and AI-related news, insightful research papers, and exciting announcements.

naveen manwani

14,334 views • 1 year ago

I’ve tested dozens of AI video tools for ecommerce ads. Most still look obviously fake. They either distort the product, break character consistency, or completely miss the pacing that makes viral content actually work. Wizstar was the first one that genuinely surprised me. I tested Wizstar’s Wizstar_official Video Reference workflow using a viral-style ad, and honestly… I wasn’t ready for how accurate it would be. It didn’t just “generate a similar video.” It recreated the entire feel of a high-performing ad — the pacing, the transitions, the camera movements, even that subtle “social-first” storytelling rhythm that usually takes real creative teams to get right. And the wild part is… it still kept the product completely stable across brand-new scenes. No distortions. No weird AI shifts. Just clean, consistent visuals from start to finish. What really impressed me is that Video Reference isn’t just copying visuals at all. It actually analyzes the structure behind viral ecommerce content — things like: - how the hook is built, - how attention is retained across cuts, - and how emotion is paced through the video. Then it rebuilds that logic into a completely new ad, optimized for product testing and fast campaign iteration. And it feels like it understands performance content. The workflow also handled synchronized audiovisual timing surprisingly well — cuts land where they should, motion matches the sound, and the storytelling flow feels intentionally designed, not randomly generated. Combined with stable product consistency and influencer-style framing, the final output honestly felt closer to a real paid social campaign than anything I’d expect from an AI tool. What surprised me is that Wizstar isn’t powered by just one model—it orchestrates multiple top-tier AI models, including Seedance 2.0, and even supports face input out of the box. If you’re curious to try it yourself, you can test it here: New users get free credits, and the first membership is only $19 — plus a complimentary 30-second E-commerce Agent experience included. #Wizstar

Doreen

153,944 views • 2 months ago

You have to really give it to OpenAI because Sora 2 is very impressive on a lot of fronts: - high quality video model with great physics - high quality audio in each video - high character consistency - multiple characters in one scene - accurate characters voice - social platform attached to it Before today the best AI video models were dominated by Chinese companies like ByteDance and Kuaishou and Google with Veo3. ByteDance makes TikTok, Kuaishou makes Kwai (similar app) and Google has YouTube to train on But none of these models had great character consistency, if it was a feature at all, let alone multiple characters in one scene. Generally you'd make a video and the face would slowly change into someone else, just not good On top of that Google was struggling with allowing people to upload characters scared it'd get abused for deep fakes, and just generally nerfing their model so you can't really use it for anything OpenAI solved that by re-thinking ownership over your characters smartly with Cameo, which is essentially "train yourself as a AI model" which we've all been doing in our apps for years, but in a more smart way, where you can control if only you make content with your appearance, or others too They've also added voice training to it immediately, which people would have to do separate on for ex ElevenLabs before On top of that the social platform aspect: Google's Veo 3 didn't have ANY community at all, while the Chinese video models did, but it was all more like weekly themed contests to win free credits, they never really managed to make it more than that, and it kinda stayed in this nerdy AI hacking vibe This vibe fits how hard it was/is to simply make a video featuring you or your friends with proper voice and audio and everything that Sora 2 does for you. You'd have to go to ElevenLabs to train your voices, then go to for ex Photo AI to train yourself as a person, then make videos, then add audio and voices, then edit them together, a lot of work! We don't know if Sora 2's social platform features will actually be used or take off, but it's a real cool experiment in trying to find a way to build a community around AI in a more Instagram-like way Being able to tag your friends and then add them as multiple characters is innovative in both the social and technical aspect So TL;DR OpenAI essentially took a lot of stuff that was already technically possible, then added new things that weren't possible yet, and then put it all together in a very friendly interface that even my mom can use, with generation times of just a few minutes which is extremely fast if you think of the pipeline behind it (multiple video generation + voice + audio etc.) And also importantly, it doesn't look like they nerfed it much for safety which is also very cool considering the legal risks So yes very very very impressive

@levelsio

178,100 views • 10 months ago

** MEGA Parodius Scaling Effects Part 2 ** Well - this is the BIG one - literally !! Huge thanks to my team Pyron & Vector Orbitex for their efforts. Pyron has provided all the source frames for Puyon and his spikes / explosion and a lot of analysis video on how the spikes behave / move which was really helpful. Pyron also used his CRT setup for this video as we felt an emulator video would not do it justice - running on 100% real MD hardware FTW. Vector has provided the catchy boss music and its sounding great - as always ! The coding on this has been a bit insane - things done since part 1 post previous: Implemented dual buffering - Last video was single buffered - so VRAM is very tight now , we only have about 40/2048 tiles free. For the longest time I didn't think it would fit - I found a vram jigsaw puzzle that made it work in the end. Double buffering has cleaned up the stability of the animation and matches the arcade scaling effect now albiet costing 2x more VRAM . Vertical Scaling Implemented - the vertical scaler was taken from Lufthoheit ( my other shooter ) and its heavily optimised to reduce cpu usage. During the scaling the vertical scaler partitions the 68k processor registers into 2 sets, 4 registers are allocated to feeding the fast horizontal interrupt (h-int) that drives the vertical scaling , remaining 12 registers are for the horizontal scaler running in the background. This setup is much faster than normal backup / restore register methods, as we do not need to backup / restore registers in the h-int which would double CPU costs. The catch is the momment any background routine tries to use the H-ints registers it would break things so it has to be carefully timed. Added the spike projectiles - this was very tricky to get close to the arcade, they are semi heat seeking missiles basically and hence needed code that worked out angle differences to player at speed theres no time for arc-tan or similar so it uses faster lookup tables to work out the angles . They speed up over time and get larger and whats more we can't keep all the scales in VRAM - we have room for 2 spike buffers only. Also what was a real pain was working out scaled coordinates for the circular launch of the spikes . Added Fish Damage - Shock frame and Explosion frames from Arcade . Very proud of the fact we have the full arcade quality explosion is which is fully scaled also. Added Temporal Masking - which is fancy wording for don't draw nothing to buffer if nothing is there already there for the scaling . So empty Corners and edges can be optimised out to lower cpu costs and rom costs. I had to make some scripting for this and work out what areas did not need drawing at all in the frame, which should be force cleared by cpu and which areas should just be copied from rom. This reduced rom size by 30 kb and with a bit more work we could extend that to 60 kb & get a bit more speedup even doing so. Added a frame limiter . In the last video update we let the 68k burn hot and just pump out frames as fast as it could - here we match the arcade animation rate which does leave the cpu idling at times , particularly in the smaller frames - even at large though we could be running the animation 25 % faster , issue is though that would speed up the game logic and make it less arcade accurate. We had some real bullet / Spike hell simulations going without the limiter but yeah we had to tone it down a bit. Maybe in a hardcore mode we could let it run wild though ! Code is 95% 68k assembly with about 5% C code (v-int as its cold path ) driving things . This sort of thing needs all the speed it can get !! Well now after all that I can return to finish off Level 1 haha - just a wee sidetrack there . No doubt we will polish stage 8 boss some more in time too !! #SegaMegadrive #SegaGenesis #Parodius #SGDK

Shannon Birt

26,877 views • 6 months ago