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Introducing “FlowCam: Training Generalizable 3D Radiance Fields w/o Camera Poses via Pixel-Aligned Scene Flow”! We train a generalizable 3D scene representation self-supervised on datasets of raw videos, without any pre-computed camera poses or SFM! 1/n

88,503 views • 3 years ago •via X (Twitter)

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NeuRBF: A Neural Fields Representation with Adaptive Radial Basis Functions paper page: present a novel type of neural fields that uses general radial bases for signal representation. State-of-the-art neural fields typically rely on grid-based representations for storing local neural features and N-dimensional linear kernels for interpolating features at continuous query points. The spatial positions of their neural features are fixed on grid nodes and cannot well adapt to target signals. Our method instead builds upon general radial bases with flexible kernel position and shape, which have higher spatial adaptivity and can more closely fit target signals. To further improve the channel-wise capacity of radial basis functions, we propose to compose them with multi-frequency sinusoid functions. This technique extends a radial basis to multiple Fourier radial bases of different frequency bands without requiring extra parameters, facilitating the representation of details. Moreover, by marrying adaptive radial bases with grid-based ones, our hybrid combination inherits both adaptivity and interpolation smoothness. We carefully designed weighting schemes to let radial bases adapt to different types of signals effectively. Our experiments on 2D image and 3D signed distance field representation demonstrate the higher accuracy and compactness of our method than prior arts. When applied to neural radiance field reconstruction, our method achieves state-of-the-art rendering quality, with small model size and comparable training speed.

AK

194,469 views • 2 years ago

🚀 Introducing EgoExo Forge - built on top of Rerun, Gradio, and Hugging Face hub (I’ll be in San Francisco July 21–29 — if you’re into robotics, egocentric AI, large-scale data collection, or just want to chat, DM me!) In my opinion, large-scale, diverse, and high-quality data is still the largest bottleneck for generalized robotics deployment. I believe that some version of imitation learning from human examples will be the most scalable + clean way to train humanoid robots 🤖 (similar to what Tesla did for Full Self Driving). Teleop is too expensive to collect a large enough dataset in a reasonable manner, so passive collection via egocentric (and in certain cases, exocentric) views feels like the right bet. Over the past few months, I've been trying to build out the scaffolding for this and using Rerun as my underlying infrastructure. Data being collected needs to be easily inspectable + time series and rerun provides the right tooling for this. My goal is to first build out a ground truth representative dataset from already existing open source data, generate some reasonable baselines, and then go out and collect my own data that adheres to the defined schema. 🔍 Starting with open-source datasets 1. EgoDex from Apple 2. HOCap from Nvidia and the University of Texas at Dallas 3. Assembly101 from Meta All these different datasets have different sensor configurations + annotations, so my goal with egoexo-forge is to have one consistent labeling scheme + data layout. I built a data pipeline that aligns all of the different datasets in one general schema assuming the COCO133 keypoint layout that allows for exo+ego, ego only, or exo only Since the scaffolding is already there, it becomes MUCH easier to add other datasets. So the next ones that I'll be including are HD-EPIC kitchens dataset, HOT3D, and finally my own personal iPhone + insta360 go collection method. Once I have a diverse variety of datasets, I'll double down on what I believe to be the key algorithms required to make useful data for imitation learning 📊 1. Camera Pose estimation via SLAM/SFM for ego perspective (and automatic calibration for exo) 2. Human pose estimation for both egocentric + exocentric views 3. Metric 3D reconstruction + object tracking I'll be setting up reasonable open-source baselines for each of these to validate that these datasets work, and then finally try to use the generated datasets for some imitation learning via the pi0-lerobot repo I've been working on. I plan on making a blog post + providing more info on all of this in the near future so stay tuned

Pablo Vela

32,085 views • 1 year ago

Seedance 2.0 on FlovaAI =================== Prompt: [Reference Identity Lock] Image 1 is ONLY the main female protagonist. Her face, hairstyle, body type, and outfit must match Image 1 exactly and stay consistent for the entire video. Image 2 is ONLY a uniform reference. All four opponents wear the school uniform shown in Image 2. Never swap, merge, duplicate, or blend identities. The protagonist's identity comes ONLY from Image 1. The four opponents have NO reference images. They are defined by the text descriptions below. The four opponents must not resemble the protagonist, and they must not resemble each other. All five characters must remain clearly distinct and recognizable until the end. [Priority Order] 1. Preserve the protagonist's identity from Image 1. 2. Keep the four opponents visually distinct from her and from each other. 3. Maintain one continuous shot with no cuts. 4. Keep the classroom layout spatially consistent. 5. Make the action fast but readable and physically connected. 6. Keep the tone as a Korean school action drama, stylish but grounded. Korean school action drama classroom fight scene — 15 seconds, ONE CONTINUOUS SHOT, NO CUTS. A single uninterrupted handheld shot. No cuts, no scene transitions, no montage. The camera should feel handheld, with micro-jitters, slight rolling shutter, and raw unstable realism. The camera must physically travel through the same classroom space. Every transition must be motivated by camera movement, not editing. Whip pans are allowed, but they must not hide a cut. Do not teleport the camera or characters. The classroom layout and character positions must remain spatially consistent. Audio: No music. Only realistic school and classroom ambient sounds: old fluorescent light hum, distant hallway noise, ceiling fan, shoes scraping the floor, desks dragging, chair legs screeching, cloth friction, dull body impacts, and breathing that gradually becomes heavier. Breathing continues throughout the scene and keeps building. Lighting: Late afternoon in a Korean high school classroom. Mixed cool fluorescent light and warm sunlight through the windows. Dust floating in the sunlight. Soft fan shadows moving across desks and school uniforms. Main character: The Korean female high school student from Image 1, age 17–18. Cold, emotionless, calm, and intimidating. She barely speaks and does not scream during the fight. She remains composed from beginning to end. Her movements are efficient, explosive, and precise. Even if her frame is not large, she dominates through speed, timing, and accuracy. Main outfit: Exactly the outfit shown in Image 1. Do not change its colors, design, or details. Her jacket or outer layer is either removed and hanging on a chair, or worn in a slightly messy way. The action must be non-sexualized and combat-focused. Fabric movement, dust, sweat, wrinkles, and impact response should feel realistic. Opponent rules: Four Korean female high school students, all wearing the Hanlim Multi Art School uniform shown in Image 2. They have no reference images. Define them strictly by these descriptions and keep each one consistent: Opponent A: short black bob with straight bangs, medium build, round face. Opponent B: long straight hair tied in a high ponytail, tall and lean, sharp jawline. Opponent C: shoulder-length hair with side-swept bangs, slim build, narrow face. Opponent D: long wavy hair worn loose, slightly stocky and broad-shouldered. A, B, C, and D must each keep clearly different faces, hairstyles, body shapes, and silhouettes. They must not resemble the protagonist, and they must not resemble each other. No face duplication, no face merging, no identity confusion. Environment: An empty classroom at Hanlim Multi Art School, a Korean performing arts high school in Seoul. Green chalkboard, chalk tray, worn wooden desks, plastic chairs, classroom clock, class schedule poster, discipline/life-guidance posters, cleaning tools, blinds or curtains, wall study materials, and a slightly scuffed floor. Desks and chairs should react naturally to impacts, sliding, shaking, and collapsing when hit. Camera framing rules: Even during kicks, framing should stay around chest-level or eye-level. No low-angle shots under the skirt. Do not focus on legs, thighs, underwear, or fetish-like details. All action framing must prioritize faces, upper-body motion, impact, and spatial choreography. Continuous action and camera choreography: From 0 to 15 seconds, the fight continues without any cuts. The action should be stylish but readable, and every movement must be physically connected. 0–3s: The camera starts behind the protagonist at a slightly low handheld angle, drifting left through the classroom aisle. Opponent A grabs the protagonist's shoulder roughly and says in Korean: "야, 너 지금 뭐 하자는 거야?" The protagonist silently turns and lands one hard straight punch to A's face. At impact, use a very brief 15% slow motion: cheek ripple, dust particles, deep thud. A falls sideways into a desk. The camera dips slightly from the shock, then whip-pans right without cutting. 3–6s: Opponent B charges in from the right. The protagonist steps forward instead of retreating. A short body shot to the stomach. Immediate uppercut to the chin. Without pausing, she drives forward into a flying knee to B's chest. B is thrown backward across or into a desk. The camera follows the forward motion low, then rebounds upward with the impact. 6–9s: Opponent D attacks with two fast punches. The protagonist deflects both strikes with her arms, then flows into a turning backfist to D's face. As D staggers, she continues the same rotation into a spinning back elbow that lands hard on D's jaw or temple. D crashes sideways into two or three desks. The camera arcs around her shoulder and jitters slightly at each impact. No cuts. 9–12s: Opponent C rushes in from the chalkboard side. The protagonist clearly grabs C's collar with her left hand. C's face must be fully visible from the front and clearly different from the protagonist. The protagonist lands one short, hard punch to C's face, then immediately throws a powerful high kick or flying high kick into C's chest. The force sends C backward into the green chalkboard. The protagonist remains in the foreground and never touches the board. The protagonist's face should be side-profile or partially obscured. C's face should be clearly visible from the front at the moment of impact. Their faces must never overlap in frame. Use a very brief 20% slow motion at the chalkboard impact: chalk dust bursts outward, and C slides down the board. The camera pushes up with the impact, then tilts down as C slides. 12–15s: Through the chalk dust, the camera hard-pans right. D makes one final charge. The protagonist sidesteps and lands a tight uppercut to D's chin, followed immediately by a cross. D crashes into a row of desks, causing a chain reaction of collapsing desks and chairs. The camera drifts forward slowly. The protagonist adjusts her loose tie or ribbon and brushes chalk dust off her shoulder. Her expression stays cold and serious. She walks past the camera and exits the frame. Dust floats in the sunlight. Natural ending. =================== Made with Flova #FlovaAI #FlovaCPP

TSUBAKI

17,869 views • 12 days ago

Messi thought he had this match under control... then Yamal changed everything. Video for VivaReel prompt Create a fun, dynamic stop-motion style animated video in vibrant Lego bricks and minifigures aesthetic. The entire scene uses colorful plastic Lego construction with visible studs, bricks, plates, and minifigure details. All characters are Lego minifigures with classic yellow skin (or skin tones), printed faces, and detailed soccer uniforms made from Lego pieces. The environments are fully built from Lego: layered brick landscapes, trees, flowers, stadiums, mountains, and buildings with perfect Lego texture and lighting. The video tells a short humorous story , it shows a connected previous or parallel moment, Smooth transitions between scenes every ~1 second. Maintain consistent Lego papercraft diorama look but fully realized in 3D Lego bricks. Sequence: 1.⁠ ⁠Lamine Yamal Lego minifigure (red/blue Spain jersey #19, curly black hair) juggling and kicking a black/white Lego soccer ball on a winding Lego path through green fields, trees, flowers, and a distant stadium under a blue sky with sun and clouds. 2.⁠ ⁠Transition to Lionel Messi Lego minifigure (Argentina striped jersey #10, beard, tattoos) standing confidently with foot on ball in front of Lego Buenos Aires scenery (pink Casa Rosada, obelisk, mountains, Argentine flag). 3.⁠ ⁠Messi looks sad/frustrated, sitting on grass with blue tear streams, hands on face. Yamal minifigure runs past happily dribbling the ball. 4.⁠ ⁠Dramatic stadium scene: Yamal in Spain kit runs past two Argentina defenders and kicks the ball powerfully toward goal. Close-up of foot striking ball. 5.⁠ ⁠Yamal scores! Goalkeeper dives and misses. Yamal celebrates by lifting the golden Lego World Cup trophy high on the field with confetti raining down. Messi lies on the ground covering his face in defeat nearby. Use bright, cheerful Lego colors, dynamic camera angles (wide shots, action close-ups, low angles), smooth minifigure animations, and upbeat energetic feel. High detail Lego texture, cinematic lighting, 16:9 aspect ratio, 16 seconds duration." #happyhorse #vivareel

Sharon Riley

76,294 views • 8 days ago

WATCH THIS VIDEO CAREFULLY. FORENSIC ANALYSIS OF A VIDEO CURRENTLY BEING CIRCULATED AND SPREAD ON ARAB TELEGRAM CHANNELS (Mor Edge Insight in conjunction with GAZAWOOD - The Pallywood Saga - BACKUP - July 6) What you are about to see is raw footage of an active arrest operation and genuine footage. This clip is currently circulating on Palestinian Telegram channels and is being prepared for wider distribution on X. It follows a familiar pattern of real footage with heavy manipulation and inauthentic audio to create a perception and narrative that doesn’t exist and is not what the footage actually shows. Here is the step-by-step forensic breakdown. The audio track contains multiple sharp “gunshots.” However, frame-by-frame examination shows no muzzle flashes at any point, even in bright daylight where unsuppressed firearms would produce clear, visible bursts. There is also no visible recoil or weapon movement on the individuals holding rifles. The barrels show no suppressors, yet the sounds are relatively clean “pops” rather than the overwhelming cracks expected from unsuppressed fire at that range. The audio of the shots fired are more reminiscent of a children’s toy than a real gunshot. More critically, the visual action is happening at a clear distance across the road, at a distance of an estimated 60-100m away from the camera, yet the gunshots and shouting sound as if recorded right next to the camera. Real distant gunfire would be thinner, more muffled, and accompanied by environmental echoes. This audio was added in post-production. How distance was determined: The white car in the immediate foreground (partially visible on the left) is only 5–10 meters away. The road width and the position of the parked vehicles and people with guns put the core action clearly in the mid-ground, across the full width of the street and shoulder. Reference objects: Standard car lengths (4.5–5m), average adult height (1.7m), and the spacing of streetlights/power poles all support a distance in that 60–100 meter range for the shooters and the SUV. The black SUV drives a noticeable distance across the frame without appearing overly large or close, further confirming it’s not right next to the camera. This distance makes the audio mismatch even more obvious. Real gunfire at 60–100 meters would sound significantly more distant and muted, with clear delay and environmental filtering. The overlaid “cracks” sound like they were recorded (or synthesized) much closer. Summary 1. Real gunshots, especially in an open outdoor environment like this, produce a sharp initial crack (supersonic bullet) followed by a broader report/echo, with significant low-frequency rumble, reverberation off the ground/cars/objects, and environmental decay. These sound more like clean “pop/crack” samples layered on top. 2. They lack the natural variations in volume, timing, or distortion you’d expect from actual firearms in a real chaotic scene (muzzle blast, echoes, distance differences) even with silencers which from that distance you wouldn’t even hear. They feel “pasted in” during editing. 3. The overall audio mix (ambient road noise, car sounds, voices) doesn’t interact naturally with the “shots”, there is no proper masking, reverb bleed, or mic overload you’d get from real loud events captured on the same recording device. Always examine the audio against the visuals, check for continuity errors, and watch how people actually behave when they think no one is watching the performance. Share if you value this kind of detailed verification.

Mor Edge Insight

23,103 views • 23 days ago

Only used the character sheet quoted below. I gave up generating storyboards as it kept redrawing the helmet, even when a reference sheet was given exclusively for it. Seedance likes structured and concise prompts so I gave this format a shot. Text to video prompt: Use the attached character sheet as the STRICT character and helmet reference. Create a 15-second cinematic stylized 3D animation. IMPORTANT: The character sheet controls the final design exactly. Do not redesign the helmet. Maintain the exact silhouette: two massive gold crescents curving inward, large centered red sun disk, rounded gold helmet cap, front red jewel, large round ear ornaments. STYLE: Cute dry exaggerated comedy. Soft cinematic lighting. Stylized 3D animation. Grounded acting and believable weight. No chibi proportions. No anime combat energy. SCENE: Early morning inside an Egyptian-inspired palace bedroom. Warm sunrise through curtains. Simple elegant room with bed, side table, mirror, doorway. SHOT FLOW: 1. She sleeps in bed while the oversized helmet rests nearby on a table. 2. She slowly wakes up, notices the helmet, and immediately looks exhausted and annoyed. 3. Dramatic close-up of the helmet sitting silently like a daily burden. 4. She walks toward it with sleepy acceptance. 5. She grabs the helmet with both hands and struggles lifting it because it is extremely heavy. 6. She raises it over her head while wobbling from the weight. 7. She lowers the helmet onto her head ONCE. It lands crooked and squishes her hair awkwardly. 8. Without removing it, she aggressively twists and adjusts it into the correct position while visibly frustrated. 9. She grabs a tiny morning drink and walks out into bright morning sunlight still looking dead inside. ANIMATION PRIORITIES: subtle facial acting, comedic pauses, helmet heaviness, small body balance corrections, secondary motion in hair, cloth, jewelry, and sash, clean cinematic staging. CAMERA: slow cinematic push-ins, medium acting shots, clean wide shots, subtle handheld wobble during struggle moments. AVOID: fight choreography, magic, speed lines, hyperactive motion, slapstick chaos, helmet redesigns, extra accessories, anime exaggeration.

Glitter Gal

12,723 views • 2 months ago

AI Is Moving Beyond “Generating Videos” — Toward “Generating Worlds” Over the past two years, AI video models have advanced at an astonishing pace. From Runway and Pika to Sora and Veo, AI-generated videos have become increasingly realistic and more consistent with the physical laws of the real world. Many people believe the next objective is simply to generate videos that are longer, sharper, and more lifelike. But if we take a step back, we can see that the real transformation is not happening in video itself. It is happening in world models. What Is a World Model? In 1943, psychologist Kenneth Craik proposed an idea that would influence artificial intelligence research for decades. He argued that the human brain does not merely react to the outside world. Instead, it maintains an internal model of how the world works. Because we have this internal model, we can predict the outcome of an action before we actually take it. Before crossing a road, we estimate whether a car will pass by. Before catching a ball, we predict its trajectory. These abilities come from continuously simulating the world in our minds, rather than relying entirely on trial and error. This idea later became known by a more formal term: World Model. A world model does not describe a single image or a fixed video clip. It is an internal representation capable of continuously simulating the rules and dynamics of the real world. Why Is AI Research Turning Toward World Models? Because predicting “what comes next” is becoming increasingly central to how AI systems work. Language models predict the next token. Image models predict the next step in the denoising process. Video models predict the next frame. A world model, however, attempts to predict something broader: What should the world look like in the next moment? In 2018, David Ha and Jürgen Schmidhuber proposed in their paper World Models that an intelligent agent could first learn a model of the world, and then use that internal model to plan its actions. The Dreamer series later demonstrated that many complex tasks could be learned by training agents inside an “imagined world.” At the same time, the development of video models such as Sora and Veo led researchers to another realization: A model capable of continuously generating video has already learned, at least implicitly, many of the rules governing the real world. As a result, these two research directions have gradually begun to converge. But Video Is Not Yet a World This is where the distinction is often misunderstood. For a world model to support meaningful real-time interaction, it must solve several critical problems. Most video models today are essentially answering one question: What should the next frame look like? A true world model needs to answer much more: What happens if I take one step forward? If I walk behind a building and then return, will the building still be there? If I suddenly change the camera angle, will the entire space remain consistent? If I enter a command such as: “Summon a dragon.” Will the world respond immediately? In other words, a world model must do more than generate content. It must understand space. It must understand time. It must understand causality. And it must understand interaction. Moving from watching to participating is where the real difficulty of world models begins. World Models Are Entering the Interactive Era One of the latest attempts in this direction is Alaya World, recently open-sourced by Alaya World, or Alaya Lab. Instead of generating a fixed video clip, it generates a world that users can explore in real time. Users can begin with text, an image, or a video, enter the generated scene, move freely through it, and introduce new prompts at any moment during generation. The world responds immediately. According to the publicly released information, Alaya World provides: Real-time streaming generation at 720p and 24 FPS Stable continuous exploration for more than one minute The ability to switch prompts and trigger skills or events during generation Model weights and inference code released under the Apache 2.0 License Training code and datasets planned for future release What makes these capabilities important is not simply the technical specifications. It is that the generated “world” can now support continuous interaction. The official demo shows that users can genuinely control, transform, and explore the generated environment. AI Is Evolving From a Tool Into an Environment Over the past few years, most discussions around AI have focused on content generation. Generating text. Generating images. Generating videos. But world models raise a fundamentally different question: Can AI generate an environment that people can inhabit, explore, and continuously evolve? If the answer is yes, the impact will extend far beyond video generation. Game development, robotics training, embodied intelligence, digital twins, virtual production, and many other fields could be transformed by the development of world models. World models are still at a very early stage. Yet from Craik’s proposal of an internal mental model more than eighty years ago to the emergence of today’s interactive world-generation systems, a clear evolutionary path is beginning to take shape. Perhaps what AI is ultimately learning has never been limited to images, videos, or language. Perhaps it is learning the world itself. References GitHub: Technical Report:

雪踏乌云

112,114 views • 13 days ago

Release: LichtFeld Studio v0.5.3 is out! With 316 commits merged into master, this release is a huge step forward for LichtFeld Studio. What's new in v0.5.3 • Vulkan viewer/rendering migration: New Vulkan viewport pipeline, pass graph, VkSplat renderer, Vulkan point-cloud renderer, 3DGUT/VkSplat support, improved alpha/depth composition, tighter CUDA/Vulkan interoperability, and device matching on multi-GPU systems. • RAD + LOD workflow: Added RAD file export/import, RAD LOD viewer, Spark-style GPU LOD selection, GPU-driven page prefetching, a bounded VRAM pool, out-of-core PLY-to-RAD LOD conversion, and RAD import/export speedups of approximately 3–5×. • HiGS / macro-tile inference: Added a macro-tile inference path for the Vulkan viewer, including macro sorting, batched rasterization, composition, and capacity management. • Asset Manager: Added and significantly enhanced the Asset Manager with thumbnails, SH information, faster synchronization, import-from-URL support, docked mode, data-loading popup integration, and general UI cleanup. • Viewport export: Integrated viewport export directly into the application as a toolbar/overlay tool, added fast render_view_u8-style readback paths, fixed high-resolution clipping issues, improved orthographic export parity, resolved 32K image/video export problems, and added post-export GPU resource cleanup. • Selection and tooling: Added and reworked selection toolbar controls, the Select menu, ring selection, color eyedropper, distance-from-center selection, faster point-cloud and zoomed-out selection paths, Vulkan measurement tool fixes, and drag-and-drop scene graph improvements. • UI/RmlUi platform work: Major RmlUi redesign efforts, hot reloading for RML/RCSS/Python UI files, reactive UI/store integration, viewport toolbar flyouts, improved histogram interactions, input settings enhancements, custom TRS gizmos, and numerous panel, tooltip, and localization fixes. • Windowing and UX: Added borderless window support, title bar drag/maximize/restore behavior, work-area-aware maximize functionality, resize responsiveness and performance improvements, and DPI/UI scaling fixes. • Training and data features: Added adaptive depth loss and depth gradients for the EWA rasterizer, mask loading/application fixes, a new combined Ignore+Segment mask mode, --add-splat, --freeze, improved checkpoint and training state handling, and training speed and VRAM optimizations. • COLMAP/equirectangular support: Added SPHERICAL/equirectangular camera model support and canonical EQUIRECTANGULAR handling, along with fixes for undistortion and camera export. This release will be available to all supporters as a Windows binary via approximately in about an hour. At the same time, LichtFeld Studio remains committed to being free and open source under GPLv3 and can also be built directly from source. Please consider supporting the ongoing development of LichtFeld Studio through a donation via the portal or the supporters page. Thank you to everyone who supports this project financially, contributes code, reports bugs, provides datasets, helps with the website, and contributes in countless other ways. A special thank you to our foundational sponsor Core11 and our Gold Sponsor Volinga, whose support has helped make the current state of the software possible. Thank you as well to every donor and to all of our new Bronze Sponsors. Looking ahead to v0.6 For the next major release, work will focus primarily on stability and user experience. This includes improved cleanup workflows and the ability to modify training parameters while training is in progress. I would also like to introduce a native .licht project format that allows users to save and restore their complete editor state. You can find links to our main sponsors below. Please also visit our website to discover all our Bronze Sponsors. Hint: We do not yet have a Silver Sponsor or Platinum 😉

MrNeRF

26,219 views • 1 month ago

NEW QUESTIONS REGARDING THE CHARLIE KIRK ASSASSINATION (MORE ARE POPPING UP EVERY HOUR): An event 1/4 of this size with a nobody speaker would have ambulances immediately on scene for emergency situations like this. So why was Charlie Kirk instead stuffed into a predetermined SUV, that would have to follow traffic laws on the way to the hospital, with no medical supplies, no oxygen, and no medical personnel? He's carried there by 6 dudes (including the SAME 2 GUYS that were making the umpire hand signals seconds before the shot (white hat/white shirt guy and black shirt/black sunglasses guy) The black sunglasses guy also appears to be THE SAME PERSON that was on Trump's secret service team the day he was also shot...? (see attached pic) Nobody carrying Charlie is applying pressure to the neck wound as they run him to the car. Instead, they are just letting his head violently flop all over the place, the last thing you would do following a traumatic neck injury And despite the above carelessness with a gaping neck wound...there isn't a single drop of blood anywhere on the ground, his shoes, or any of the people carrying him 🤔 How come there are new camera angles of the shot emerging showing the blood coming out not from his neck...but from under his shirt, more in the upper-chest area? Many have forgotten that the eyewitness reports on the day of the event were saying they saw him get shot in the CHEST. The story didn't change to NECK until after those 2-3 videos we've all seen spread across the internet like wildfire, which as my original post demonstrated, had some pretty weird, potentially AI-looking inconsistencies (ring changing fingers, black dot on the top-right of his shirt moving diagonally up and seemingly BECOMING the bullet hole wound, the wound itself shifting slightly to the side when watching frame-by-frame, etc.) Could this have something to do with why some video-analyzing sleuths are spotting a black object inside the collar of Charlie's shirt, right in the area this blood is coming out in the above-mentioned angles? (See the attached video where I included clips of all of these new discoveries) Additionally, is it a complete coincidence that the freemasonic #33 has been spammed ALL OVER the event, AND the following investigation? Stacks of hats on the stage adding up to 33, supposed murderer driving 3 hours to get there, 3K people in attendance, "300 cases of politically-motivated violence since January 6th" being reported across Yahoo and other MSM outlets, manhunt lasting exactly 33 hours (Kash Patel even corrected himself after saying 36 hours, to make sure everyone heard 33 on the livestream), and many more such examples And ANOTHER coincidence, that the man they've pinned all of this on looks exactly like Lee Harvey Oswald, one of the most classic patsies in the history of US Government cinema? What about the Jew decoy they trotted out (George Zinn), who also just happens to be a key witness that reported seeing planes flying into the twin towers on 9/11/01, AND has connections to the Boston Marathon bombing? How did the supposed shooter—according to the official story we're being given—take apart the gun and stuff it in his backpack & pants in seconds (not possible according to experts), then escape the scene without being seen lugging around these giant gun parts, then REASSEMBLE THE GUN BACK TOGETHER AGAIN to leave it nicely in a box in the forest. What??? Passports found underneath the world trade center, anyone? Why was Kash Patel wining & dining at a "swanky Italian restaurant in NYC" just hours after Charlie—his self-proclaimed "best friend"—was brutally murdered live on the world stage? He has a private jet - why didn't he use it to go there and investigate? What are the odds that at the exact same time Charlie was shot, there was a big senate hearing going on regarding the Epstein files, in which they concluded they were not going to release them? (A convenient time for a distraction) What are the odds that Trump and Bibi Netanyahu—in completely different timezones and with completely different schedules—posted a "Pray for Charlie" tweet at the exact same time, to the minute? How was a book titled "The Shooting Of Charlie Kirk" published on Amazon on September 9th...then quickly taken down from the website? And what about that "Charlie Kirk Dead at 31" song posted on Soundcloud a month ago? Many have commented that, after watching the Erika Kirk TPUSA press conference video, they intuitively got weird vibes from it, sensing that it appears she is acting. I won't inject any personal opinion on this one - go watch it for yourself, and draw your own conclusions. ALL OF THIS SAID: It could not be any more blatantly obvious that whether or not all of the above bizarre occurrences are just incompetence, insane coincidences, or some mixture of the two, there is something very big going on behind the scenes here, and we've been fed a gigantic plate of lies over the last few days of unfolding events, with most of the internet is eating it up faster than Kash Patel at a swanky Italian restaurant in NYC. The only question is: how deep do the lies surrounding this situation go? (Watch the final attached video for many different levels of speculation, for you to come to your own conclusions on where you draw the line) Question everything. Always.

₿en Wehrman

428,187 views • 10 months ago

Crafted with Seedance 2.0 + GPT Image 2 Pollo AI Storyboard Prompt: Create a raw kung fu performance storyboard focused on extreme physical action. Use reference image for the character. 16:9 storyboard sheet, 12 cinematic panels. The actual storyboard drawings must be black and white only: rough pencil lines, minimal detail, fast gesture drawing energy, simple anatomy construction and strong silhouette readability. Keep the artwork lightweight, dynamic and unfinished like early fight choreography previs. Start directly in action. Do not begin with a calm stance, preparation shot or slow introduction. A solitary female performer executes an aggressive Tibetan kung fu master-style routine inside a vast ancient temple. The choreography is exaggerated, explosive and constantly escalating: flying diagonal kicks, monk-style low stances, rapid palm strikes, spinning cloth-like body turns, animal-form hand shapes, deep lunges, aerial twists, floor-level sweeps, sudden drops, claw-like blocks, back-arched jumps, sliding recoveries and violent sculptural impact poses. Every panel must contain visible motion and strong body momentum. Avoid static standing poses. The performer should feel like a ritual warrior moving with discipline, fury, spiritual pressure and total body control. Action progression: 1. begin mid-air with a flying diagonal kick already in motion 2. handheld close-up palm sweep cutting through air 3. orbiting wide shot of a full-body spin 4. low-angle impact palm strike with shockwave 5. long-lens side profile spinning kick 6. top-down aerial turn with body, hair and fabric flaring outward 7. hard floor stomp cracking the temple stone 8. sliding low sweep across the floor 9. aggressive close-up flurry of elbows, palms and backfist strikes 10. extreme low monk-style beast stance with energy rising 11. spinning elemental vortex around the body 12. final airborne action pose, suspended above the temple floor, body twisted in a powerful kung fu strike, all elements converging around her before impact Add selective elemental energy effects as VFX-style storyboard accents. The effects should feel spiritual, ritualistic and cinematic, not superhero-like: air bursts around spins and flying kicks, dust and stone fragments lifting from stomps, water-like floor ripples during slides, fire-like trails around explosive strikes, heat distortion around high-intensity movement, elemental vortex near the climax. Element progression: early panels: subtle wind, dust and pressure lines middle panels: stronger stone fragments, floor ripples and air shockwaves late panels: controlled fire trails and energy spirals final panel: the strongest combined elemental surge while the performer is still airborne Use cinematic arthouse action camerawork: handheld energy, whip-pan feeling, orbiting camera moves, overhead shots, side silhouettes, aggressive close-ups, long-lens compression, extreme low angles, wide negative space, strong parallax. Keep the temple environment minimal and atmospheric: towering stone columns, worn temple floor, drifting incense smoke, hanging fabric, harsh light shafts, faint dust in the air, subtle wet floor reflections. Do not overcrowd the frames. Annotation color system: red arrows = body movement blue arrows = camera movement green marks = framing / composition notes orange marks = lighting direction yellow marks = elemental VFX / energy effects black text = short lens notes and panel labels No timestamps. No dialogue. No singing. No extra characters. No enemies. No logos. No watermark. Seedance video prompt: Video Prompt Seedance 2.0 Create a 15-second cinematic kung fu performance video. Use Image1 as the fixed character sheet reference. The character must strictly match the character sheet. Use Image2 ] as the storyboard reference. Follow the storyboard shot by shot as the main source for action order, camera rhythm, body movement, framing, movement direction, camera angles and visual progression. Treat each storyboard panel as a sequential keyframe. Preserve the shot order and make the video feel like the storyboard has been translated into continuous live-action motion. The sequence must end on a frozen final frame while the performer is still airborne. Do not add text, captions, storyboard labels, arrows, UI, logos or watermarks. Do not treat the storyboard as a single image. Do not redesign the character, change the costume or alter the face. Do not begin with a calm stance, preparation pose or slow introduction. Do not make the elemental effects look like superhero powers or excessive fantasy glow. Visual style: stylized cinematic realism, high-end 3D painterly animation quality, dynamic cloth simulation, expressive silhouette design, rich cinematic lighting, controlled color palette, natural motion blur, dramatic scale, beautiful but aggressive physicality, premium feature-animation aesthetic. Environment: vast ancient temple, towering stone columns, worn temple floor, drifting incense smoke, hanging fabric, harsh light shafts, faint dust in the air, subtle wet floor reflections, high contrast shadows. The performance is a solitary female kung fu routine inside a vast ancient temple. The routine starts immediately in action, with no calm stance, no preparation pose and no slow introduction. The movement should feel aggressive, ritualistic, disciplined, physically extreme and spiritually charged. This is not a fight against an enemy. It is a solo performance of force, control, exhaustion, fury and release. Follow story board for choreography direction. Element progression: early sequence: subtle wind, dust and pressure lines responding to movement. middle sequence: stronger air shockwaves, stone fragments, floor cracks and water-like ripples across the temple floor. late sequence: controlled fire trails, heat distortion and energy spirals around explosive strikes and kicks. climax: wind, dust, stone, water ripple and fire accents combine into a stronger elemental vortex. final beat: the performer is airborne above the temple floor in a powerful kung fu strike, body twisted mid-air, hair and fabric flaring outward, with all elements converging around her before impact. Elemental VFX must feel spiritual, ritualistic and cinematic. The effects should be integrated with the choreography and motivated by physical movement. Keep the energy raw, elemental, atmospheric and grounded in the temple environment. Use Laban movement logic throughout: weight: strong, heavy, grounded during impacts, with brief lightness during jumps and aerial twists time: quick during strikes, kicks, drops and turns, sustained during suspended holds and recovery transitions space: direct during attacks, blocks and lunges, indirect during spinning turns and elemental vortex moments flow: bound during rooted stances and precise strikes, free during aerial motion, spinning fabric movement and elemental releaseSee less

Ciri

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