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Mask3D 🎭 is now at #ICRA2023, great work Jonas Schult! We use Mask Transformers for 3D Instance Segmentation on Point Clouds ~ 🥇 on ScanNet 📰Paper: 🛠️Project: 👨‍💻Code: @Pandoro89 Or Litany Siyu Tang @VLG-ETHZ

29,166 views • 3 years ago •via X (Twitter)

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🎉 The best way to start the week is to find out that our MedSAM is finally published today in Nature Communications! **Segment anything in medical images** Paper: arXiv: Data & Code: MedSAM is the first promotable foundation model for medical image segmentation. **Highlights**: ⭐ Before its formal publication, we have received 220 citations and 1400+ GitHub stars 🙏🙏❤️‍🔥❤️‍🔥❤️‍🔥 📊 We curated a large-scale medical image dataset with 1,570,263 image-mask pairs, covering 10 imaging modalities and over 30 cancer types. 🚀 Built on top of SAM (AI at Meta ) with transfer learning, we have significantly enhanced its segmentation performance of medical images. 📈 Comprehensive evaluations of 86 internal validation tasks and 60 external validation tasks demonstrate its better accuracy and robustness than modality-wise specialist models. **What is Next? --- Clinical Translation!!** 🍕Our next goal is to make the model deployable on laptops (CPUs) or other edge devices without reliance on GPUs. We have distilled a lightweight model, LiteMedSAM, offering a speed boost of 10x while maintaining accuracy. Plus, we have integrated it into the 3D Slicer plugin, providing an efficient tool for medical image segmentation. 🌐 To further promote developments in this field, we organize a competition on #CVPR2026: Segment Anything in Medical Images on Laptop! An out-of-the-box baseline has been released to reduce the entry barriers. Welcome to join us to push the boundary further: 🙏 Massive thanks to MetaAI AI at Meta for their open-source project SAM and many reviewers/users for their invaluable feedback. A huge shoutout to my postdoc Jun Ma (JunMa) for his leadership on this project!! UHN AI Hub Vector Institute Peter Munk Cardiac Centre AI Department of Laboratory Medicine & Pathobiology U of T Department of Computer Science University of Toronto University Health Network Brad Wouters 🇨🇦 Barry Rubin MD, PhD, FRCSC Shaf Keshavjee

Bo Wang

140,336 views • 2 years ago

Introducing ✨RigidFormer: Learning Rigid Dynamics with Transformers - our attempt to scale learning-based physical dynamics with Transformers. RigidFormer learns rigid dynamics with Transformers. It is a mesh-free, object-centric Transformer for multi-object rigid-body contact dynamics from point clouds. Learning physics with purely neural simulators, without relying on traditional physics engines, is an important and widely studied problem. Prior SOTA methods often use graph neural networks for accuracy and generalization, but still struggle with efficient, high-fidelity simulation at scale. RigidFormer uses only point inputs, matches or outperforms mesh-based baselines on standard benchmarks, runs much faster, generalizes across point resolutions and datasets, and scales to 200+ objects. We also show a preliminary extension to command-conditioned articulated bodies by treating body parts as interacting object-level components. RigidFormer is mesh-free: it does not require mesh connectivity, SDFs, or vertex-level message passing, making it well-suited for point-cloud observations and scalable simulation. This architecture can also be adapted to learn soft-body dynamics by replacing the rigid-body module (differentiable Kabsch alignment). 🎬See our video for more details. Many thanks to my amazing collaborators: Minghao Guo Minghao Guo, Haixu Wu Haixu Wu 吴海旭, Doug Roble, Tuur Stuyck Tuur Stuyck, and Wojciech Matusik Wojciech Matusik. Project page: Paper:

Zhiyang (Frank) Dou

576,318 views • 4 months ago

3D-LLM: Injecting the 3D World into Large Language Models paper page: Large language models (LLMs) and Vision-Language Models (VLMs) have been proven to excel at multiple tasks, such as commonsense reasoning. Powerful as these models can be, they are not grounded in the 3D physical world, which involves richer concepts such as spatial relationships, affordances, physics, layout, and so on. In this work, we propose to inject the 3D world into large language models and introduce a whole new family of 3D-LLMs. Specifically, 3D-LLMs can take 3D point clouds and their features as input and perform a diverse set of 3D-related tasks, including captioning, dense captioning, 3D question answering, task decomposition, 3D grounding, 3D-assisted dialog, navigation, and so on. Using three types of prompting mechanisms that we design, we are able to collect over 300k 3D-language data covering these tasks. To efficiently train 3D-LLMs, we first utilize a 3D feature extractor that obtains 3D features from rendered multi- view images. Then, we use 2D VLMs as our backbones to train our 3D-LLMs. By introducing a 3D localization mechanism, 3D-LLMs can better capture 3D spatial information. Experiments on ScanQA show that our model outperforms state-of-the-art baselines by a large margin (e.g., the BLEU-1 score surpasses state-of-the-art score by 9%). Furthermore, experiments on our held-in datasets for 3D captioning, task composition, and 3D-assisted dialogue show that our model outperforms 2D VLMs. Qualitative examples also show that our model could perform more tasks beyond the scope of existing LLMs and VLMs.

AK

249,798 views • 3 years ago

🎓Learn how to create a powerful Torn Fabric smart material in a matter of seconds in my latest video series (AAA) Pro Tips! This smart material can be used on virtually any 3D asset. ____________________________________________________ In this video, the steps are as follows: 1. Create a base fill layer containing no information. We will use this layer to call out the core effects. Add a black mask to this layer and inside that mask add a paint layer and draw a simple pill shape. 2. Next, add a blur directional and be sure the direction is the same direction that your fabric is flowing to. 3. Add a UV border generator set to subtract to mask out any uv seams followed by an anchorpoint. Additionally, add a messy Fibers 3 fill layer set to overlay. 4. Use a levels to adjust the mask along with a sharpen filter. A warp filter should also be added to introduce some randomness. Add an anchor point at the top of the mask as well. 5. Create another fill layer with its opacity channel set to black and apply a black mask to the fill layer. Inside its mask retrieve the anchorpoint information from the previous fill layer. 6. Create an additional fill layer with a bright diffuse color along with a black mask applied to it. Add the anchorpoint information from the previous mask into its mask as well and this should give us some white fibers on the edges. Now we have a torn fabric effect wherever we paint using the paint layer created inside the callout mask! ____________________________________________________ More AAA Game Dev Tips can be found on my YouTube channel here: Stay tuned for more weekly Tips! Happy Texturing!💚 #gamedev #gameart #tutorial #3dmodeling #hardsurface #texturing

Cohen Brawley

78,888 views • 2 years ago

BREAKING NEWS: Anthropic just dropped Claude Ops 4.5!! It is by FAR the best coding model I've ever used. We've been testing it internally Every 📧 for the last few days, and it is an absolute paradigm shift for any kind of coding task. It extends the horizon of what you can vibe code The current generation of new models—Anthropic’s Sonnet 4.5, Google’s Gemini 3, or OpenAI’s Codex Max 5.1—can all competently build a minimum viable product in one shot, or fix a highly technical bug autonomously. But eventually, if you kept pushing them to vibe code more, they’d start to trip over their own feet: The code would be convoluted and contradictory, and you’d get stuck in endless bugs. We have not found that limit yet with Opus 4.5—it seems to be able to vibe code forever. Takes working in parallel to a whole new level because it's far better at planning and coding, it can work with more autonomy—meaning you can do more in parallel without breaking anything . Kieran Klaassen worked on 11 different projects in six hours—and had good results on all of them. Great at design iteration Opus 4.5 is incredibly skilled at iterating through a design autonomously using an MCP like Playwright. previous models would lose the thread after a few cycles, or say a design was done when it wasn't. Opus 4.5 is incredible at autonomously iterating until a design is pixel perfect. we have a full 4,000 word vibe check on Every 📧 right now with everything we tested:

Dan Shipper 📧

272,699 views • 10 months ago

I’m thrilled to announce that we just released GraspGen, a multi-year project we have been cooking at NVIDIA Robotics 🚀 GraspGen: A Diffusion-Based Framework for 6-DOF Grasping Grasping is a foundational challenge in robotics 🤖 — whether for industrial picking or general-purpose humanoids. VLA + real data collection is all the rage now but is expensive and scales poorly for this task. For every new gripper and/or scene, you’ll have to recollect the dataset in this paradigm for the best perf. 💡Key Idea: Since grasping is such a well-defined task in simulation - why can’t we just scale synthetic data generation and train a generative model for grasping? By embracing modularity and standardized grasp formats, we can make this a turnkey technology that works zero-shot for multiple settings. GraspGen is a modular framework for diffusion-based 6-DOF grasp generation that scales across embodiment types, observability conditions, clutter, task complexity. Key Features: ✅ Multi-embodiment support: suction, parallel-jaw, and multi-fingered grippers ✅ Generalization to partial + complete 3D point clouds ✅ Generalization to single-objects + cluttered scenes ✅ Modular design uses other robotics modules and foundation models (SAM2, cuRobo, FoundationStereo, FoundationPose). This allows GraspGen to focus on only one thing - grasp generation ✅ Training recipe: grasp discriminator is trained with On-Generator data from the diffusion model - so that it learns to correct the mistakes (if any) of the diffusion generator ✅ Real-time performance (~20 Hz) before any GPU acceleration; low memory footprint 📊 Results: • SOTA on the FetchBench [Han et al. CoRL 2024] benchmark • Zero-shot sim-to-real transfer on unknown objects and cluttered scenes • Dataset of 53M simulated grasps across 8K objects from Objaverse 📄 arXiv: 🌐 Website: 💻 Code: A huge thank you to everyone involved in this journey — excited to see what the community builds on top of it! Joint work with Clemens Eppner , Balakumar Sundaralingam , Yu-Wei, Jun Yamada Wentao Yuan and other collaborators #robotics #diffusionmodels #physicalAI #simtoreal

Adithya Murali

24,347 views • 1 year ago

Wow. Recreating the Shawshank Redemption prison in 3D from a single video, in real time (!) Just read the MASt3R-SLAM paper and it's pretty neat. These folks basically built a real-time dense SLAM system on top of MASt3R, which is a transformer-based neural network that can do 3d reconstruction and localization from uncalibrated image pairs. The cool part is they don't need a fixed camera model -- it just works with arbitrary cameras -- think different focal lengths, sensor sizes, even handling zooming in video (FMV drone video anyone?!). If you've done photogrammetry or played with NeRFs you know that is a HUGE deal. They've solved some tricky problems like efficient point matching and tracking, plus they've figured out how to fuse point clouds and handle loop closures in real-time. Their system runs at about 15 FPS on a 4090 and produces both camera poses and dense geometry. When they know the camera calibration, they get SOTA results across several benchmarks, but even without calibration, they still perform well. What's interesting is the approach -- most recent SLAM work has built on DROID-SLAM's architecture, but these folks went a different direction by leveraging a strong 3D reconstruction prior. Seems to give them more coherent geometry, which makes sense since that's what MASt3R was designed for. For anyone who cares about monocular SLAM and 3D reconstruction, this feels like a significant step toward plug-and-play dense SLAM without calibration headaches -- perfect for drones, robots, AR/VR -- the works!

Bilawal Sidhu

704,409 views • 1 year ago