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๐Ÿ“ขPix2NPHM: Learning to Regress NPHM Reconstructions From a Single Image๐Ÿ“ข We directly regress neural parametric head models (NPHMs) from a single image โ€” fast, stable, and significantly more expressive than classical 3DMMs such as FLAME. Face tracking & 3D reconstruction are often limited by the representational capacity of PCA-based...

37,850 views โ€ข 6 months ago โ€ขvia X (Twitter)

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Wonderland: Navigating 3D Scenes from a Single Image Contributions: โ€ข First, we introduce a representation for controllable 3D generation by leveraging the generative priors from camera-guided video diffusion models. Unlike image models, video diffusion models are trained on extensive video datasets. This enables them to capture comprehensive spatial relationships within scenes across multiple views and embed a form of "3D awareness" in their latent space, which allows us to maintain 3D consistency in novel view synthesis. โ€ข Second, to achieve controllable novel view generation, we empower video models with precise control over specified camera motions. We introduce a novel dual-branch conditioning mechanism that effectively incorporates desired diverse camera trajectories into the video diffusion model. This enables expansion of a single image into a multi-view consistent capture of a 3D scene with precise pose control. โ€ข Third, to achieve efficient 3D reconstruction, we directly transform video latents into 3DGS. We propose a novel latent-based large reconstruction model (LaLRM) that lifts video latents to 3D in a feed-forward manner. With this design, during inference, our model directly predicts 3DGS from a single input image, effectively aligning the generation and reconstruction tasksโ€”and bridging image space and 3D spaceโ€”through the video latent space. Compared with reconstructing scenes from images, the video latent space offers a 256ร— spatial-temporal reduction while retaining essential and consistent 3D structural details. Such a high degree of compression is crucial, as it allows the LaLRM to handle a wider range of 3D scenes within the reconstruction framework, with the same memory constraints.

MrNeRF

52,801 views โ€ข 1 year ago

The term "continual learning" has become overloaded if you see it as an ML problem. One classic thread is about memorization: regularization-based continual learning methods, such as EWC, MAS, and SI, estimate which parameters mattered for previous tasks and resist changing them too much. One modern thread is about adaptation: test-time training and inference-time learning methods, such as TTT, adapt part of the model on the incoming test stream before making predictions. These are sometimes discussed as separate threads. But in modern scalable architectures, I think they are better seen as complementary constraints: a model that learns quickly at test time also benefits from a mechanism for deciding what not to forget. In our #ECCV2026 paper, we study this in large-scale 4D reconstruction: how to build fast spatial memory that can adapt over long observation streams while reducing collapse and forgetting. Instead of using fully plastic test-time updates, we stabilize fast-weight adaptation with an elastic prior that balances adaptation and memory. Key ideas: - Elastic Test-Time Training: Fisher-weighted consolidation for fast-weight updates - EMA anchor weights that provide a moving reference for stability - Chunk-by-chunk inference for long 3D/4D observation streams We show that this scales across large 3D/4D pretraining settings, including both LRM-style and LVSM-style models, and improves reconstruction across benchmarks including Stereo4D, NVIDIA, and DL3DV-140. We release model checkpoints across different design choices: resolution, post-training curriculum, and whether the model uses an explicit 4DGS intermediate representation. - Homepage: - Paper: - Code: - Models: This work is co-led with Xueyang Yu, contributed by Haoyu Zhen Yuncong Yang, and advised by Michigan SLED Lab Chuang Gan.

Martin Ziqiao Ma

32,705 views โ€ข 22 days ago

๐Ÿ“ข Our lab has been exploring 3D world models for years โ€” and weโ€™re thrilled to share **PhysTwin**: a milestone that reconstructs object appearance, geometry, and dynamics from just a few seconds of interaction! Led by the amazing Hanxiao Jiang ๐Ÿ‘‰ PhysTwin combines **Gaussian splatting** with **inverse dynamics optimization** based on simple **spring-mass** systems. โš™๏ธ The result? Real-time, action-conditioned 3D video prediction under novel interactions (i.e., 3D world models). ๐Ÿ”‘ A few key takeaways: 1. Having the right structure (e.g., particles/masses) helps navigate the trade-off between sample efficiency, generalization, and broad applicability. 2. Visual foundation models (VFMs) have matured to the point where they can provide rich supervision for world modeling (e.g., tracking, shape completion). 3. Beyond VFMs, many crucial components have come together in recent years: Gaussian splats for rendering, NVIDIA Warp for high-performance simulation, and scene/asset generation from a wide range of labs and companies. The future of 3D world models is looking bright! โœจ 4. The resulting digital twin supports a wide range of downstream applicationsโ€”especially in data generation and policy evaluation, thanks to its realistic rendering and simulation capabilities. ๐ŸŽฅ All code and data to reproduce the results, along with interactive demos, are available on the website. Check the following visualizations of: (1) observations, (2) reconstructed state/actions, (3) interactive digital twins, and (4) the overlays between real-world robot teleoperation and our modelโ€™s open-loop predictions.

Yunzhu Li

25,279 views โ€ข 1 year ago

Depth Any Video with Scalable Synthetic Data AI physicists and chemists continue to make strides in depth estimation from video. Check out this new paper featuring some impressive examples. See the thread for more details (unfortunately no code yet). Abstract: Video depth estimation has long been hindered by the scarcity of consistent and scalable ground truth data, leading to inconsistent and unreliable results. In this paper, we introduce Depth Any Video, a model that tackles the challenge through two key innovations. First, we develop a scalable synthetic data pipeline, capturing real-time video depth data from diverse game environments, yielding 40,000 video clips of 5-second duration, each with precise depth annotations. Second, we leverage the powerful priors of generative video diffusion models to handle real-world videos effectively, integrating advanced techniques such as rotary position encoding and flow matching to further enhance flexibility and efficiency. Unlike previous models, which are limited to fixed-length video sequences, our approach introduces a novel mixed-duration training strategy that handles videos of varying lengths and performs robustly across different frame rates 0 - even on single frames. At inference, we propose a depth interpolation method that enables our model to infer high-resolution video depth across sequences of up to 150 frames. Our model outperforms all previous generative depth models in terms of spatial accuracy and temporal consistency.

MrNeRF

27,428 views โ€ข 1 year ago

Introducing Kaleido๐Ÿ’ฎ from AI at Meta โ€” a universal generative neural rendering engine for photorealistic, unified object and scene view synthesis. Kaleido is built on a simple but powerful design philosophy: 3D perception is a form of visual common sense. Following this idea, we formulate rendering purely as a sequence-to-sequence generation problem, successfully unifying neural rendering with the architecture principles behind modern language and video models. Unlike traditional neural rendering methods, Kaleido learns 3D purely in a data-driven way, without explicit 3D representations or structures. It acquires spatial understanding directly through large-scale video pretraining, then multi-view 3D data finetuning, inspired by how LLMs acquire textual common sense from large corpora before specialising in domains like coding. Through extensive ablations, we progressively modernised the architecture design and training strategies and tackled key scaling challenges in sequence-to-sequence generative rendering, arriving at a design thatโ€™s simple, versatile, and scalable. Kaleido significantly outperforms prior generative models in few-view settings, and remarkably is the first zero-shot generative method matches InstantNGP-level rendering quality in multi-view settings. We view Kaleido also as an alternative step towards world modeling that flexibly spans a spectrum of โ€œrealities": with many views, it faithfully reconstructs grounded reality; with fewer views, it imagines plausible unseen details. ๐Ÿ”— Explore more results and paper:

Shikun Liu

22,216 views โ€ข 9 months ago

Two weeks ago I fixed one of my teeth with algorithms I wrote a couple of years ago! I got hooked by 3D scanning when I started to work for a software shop in Zurich that was programming 3D computational geometry algorithms for denture scanning to produce crowns (and more). Back then, a typical reconstruction pipeline was like: scan the patientโ€™s teeth using an intraoral scanner, reconstruct the surface mesh, design the restoration digitally, and finally mill the crown out of ceramic. We were working mostly with point clouds and meshes, but it wasnโ€™t just math, it was craftsmanship translated into a digital process. Every micron mattered. You could literally see how a good algorithm meant a better fit in someoneโ€™s mouth. Gaussian Splatting isnโ€™t about surface reconstruction, itโ€™s about appearance reconstruction. It doesnโ€™t care about explicit topology, it captures how light interacts with the scene. In a sense, itโ€™s the opposite philosophy of the dental world: instead of modeling what the object is, it models how the object looks. 3D Gaussian Splatting enables applications like training self driving cars, teaching robots to understand their environment, creating virtual worlds, or monitoring real sites. It represents scenes as millions of small Gaussians rendered in real time without the need for meshes or textures. Coming from a world where precision geometry was everything, this shift felt natural. Itโ€™s still about reconstruction, but with a different goal: not manufacturing a perfect object, but reproducing how the world actually looks. Two weeks ago I got my first dental crown, made with the same software, reconstruction algorithms, and Swiss precision I once helped develop. I havenโ€™t worked there in two years, but sitting in that chair and seeing the process from the other side was a proud moment. It reminded me why I love this field.

MrNeRF

289,948 views โ€ข 8 months ago

๐Ÿš€ Introducing EgoExo Forge - built on top of Rerun, Gradio, and Hugging Face hub (Iโ€™ll be in San Francisco July 21โ€“29 โ€” if youโ€™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 ๐Ÿค– (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. ๐Ÿ” 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 ๐Ÿ“Š 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 โ€ข 1 year ago

STEVE-1: A Generative Model for Text-to-Behavior in Minecraft paper page: Constructing AI models that respond to text instructions is challenging, especially for sequential decision-making tasks. This work introduces an instruction-tuned Video Pretraining (VPT) model for Minecraft called STEVE-1, demonstrating that the unCLIP approach, utilized in DALL-E 2, is also effective for creating instruction-following sequential decision-making agents. STEVE-1 is trained in two steps: adapting the pretrained VPT model to follow commands in MineCLIP's latent space, then training a prior to predict latent codes from text. This allows us to finetune VPT through self-supervised behavioral cloning and hindsight relabeling, bypassing the need for costly human text annotations. By leveraging pretrained models like VPT and MineCLIP and employing best practices from text-conditioned image generation, STEVE-1 costs just $60 to train and can follow a wide range of short-horizon open-ended text and visual instructions in Minecraft. STEVE-1 sets a new bar for open-ended instruction following in Minecraft with low-level controls (mouse and keyboard) and raw pixel inputs, far outperforming previous baselines. We provide experimental evidence highlighting key factors for downstream performance, including pretraining, classifier-free guidance, and data scaling. All resources, including our model weights, training scripts, and evaluation tools are made available for further research.

AK

144,704 views โ€ข 3 years ago

Model-Free Reinforcement Learning (MFRL) has been alluring, especially with supercharged compute with physics on GPU. However, the methods use 0-th order gradients, and are often not the best optimizers. Can we do better than PPO in continuous control for robotics? Turns out yes! ๐Ÿฅณ tl;dr: Faster, better RL than PPO in continuous control ๐Ÿ’ช The answer lies in using more information from the simulation. We are juicing the simulation on GPU as it is, why not use it for gradients as well? This has been a driving question in a series of our works. We first studied this problem in ICLR 2022 paper on Short Horizon Actor Critic Naive gradient based methods are stuck in local minima and have exploding/vanishing gradients. SHAC solved this problem truncated rollouts and model based value estimation, where the model is Differentiable Sim. This boosted sample efficiency and wall-clock time immensely especially in high dimensional systems such as humanoids Yet, given enough compute PPO often caught up. Our follow up paper on on Adaptive Horizon Actor Critic at ICML 2024 discovers the cause and provides a fix. However, we find that even when given ground-truth dynamics, not all gradients are useful due to sample error. 1st-Order Model-Based Reinforcement Learning methods employing differentiable simulation provide gradients with reduced variance but are susceptible to bias in scenarios involving stiff dynamics, such as physical contact. We find that back-propagating through contact and long trajectories drastically reduces gradient accuracy. Using this insight, we propose AHAC to dynamically adapt its roll-out horizon to avoid differentiating through stiff contact. AHAC is a first-order model-based RL algorithm that learns high-dimensional tasks in minutes (wall clock) and outperforms PPO by 40%, even in the limit of data provided to PPO. This work is led by Ignat Georgiev alongside Krishnan Srinivasan, Jie Xu, Eric Heiden and ample assistance from warp team at NVIDIA Robotics (Miles Macklin)

Animesh Garg

52,300 views โ€ข 2 years ago

To replace animal testing with AI, we need MASSIVE human datasets. Today, we're thrilled to share Axiom's new data exploration tool, providing the ability to visually explore the world's largest primary human liver toxicity dataset. Built with Axiom's proprietary wetlab protocols, our dataset includes detailed liver toxicity profiles for over 100,000 distinct molecules. The key to this dataset is our ability to do high-throughput, multiplexed high-content screening with primary human liver cells. Traditionally, toxicity assays either sacrifice throughput or sacrifice biological relevance (using easy-to-grow immortalized cell lines instead of real human cells). We managed to combine throughput, physiological relevance, and multiplexing in one platform. The assays run in a high throughput format using automation, meaning thousands of compound-dose conditions can be tested in one experiment. We achieved this using pooled primary human hepatocytes, which are often fragile and expensive. By systemizing our automation and quality control processes, we were able to run over 120+ batches on the same donor pool with incredible reproducibility and consistency. We did this while integrating many readouts per well, whereas many existing toxicity assays only do a single readout. Our multiplexed approach provides far more data per experiment enabling us to measure 10-20 different toxicity phenotypes such as apoptosis, necrosis, mitochondrial fission, endoplasmic reticulum stress, stress granule formation, microtubules, and more all from a single well on a 384-well plate! The combination of scale, high content information, and data quality is exactly what is needed to train highly accurate AI models in biology. If you're interested, please explore the dataset in the comments below and let me know if you want to chat about the details!

Brandon White

25,117 views โ€ข 1 year ago

Weโ€™re excited to introduce ShinkaEvolve: An open-source framework that evolves programs for scientific discovery with unprecedented sample-efficiency. Blog: Code: Like AlphaEvolve and its variants, our framework leverages LLMs to find state-of-the-art solutions to complex problems, but using orders of magnitude fewer resources! Many evolutionary AI systems are powerful but act like brute-force engines, burning thousands of samples to find good solutions. This makes discovery slow and expensive. We took inspiration from the efficiency of nature. โ€˜Shinkaโ€™ (้€ฒๅŒ–) is Japanese for evolution, and we designed our system to be just as resourceful. On the classic circle packing optimization problem, ShinkaEvolve discovered a new state-of-the-art solution using only 150 samples. This is a big leap in efficiency compared to previous methods that required thousands of evaluations. We applied ShinkaEvolve to a diverse set of hard problems with real-world applications: 1/ AIME Math Reasoning: It evolved sophisticated agentic scaffolds that significantly outperform strong baselines, discovering an entire Pareto frontier of solutions trading performance for efficiency. 2/ Competitive Programming: On ALE-Bench (a benchmark for NP-Hard optimization problems), ShinkaEvolve took the best existing agent's solutions and improved them, turning a 5th place solution on one task into a 2nd place leaderboard rank in a competitive programming competition. 3/ LLM Training: We even turned ShinkaEvolve inward to improve LLMs themselves. It tackled the open challenge of designing load balancing losses for Mixture-of-Experts (MoE) models. It discovered a novel loss function that leads to better expert specialization and consistently improves model performance and perplexity. ShinkaEvolve achieves its remarkable sample-efficiency through three key innovations that work together: (1) an adaptive parent sampling strategy to balance exploration and exploitation, (2) novelty-based rejection filtering to avoid redundant work, and (3) a bandit-based LLM ensemble that dynamically picks the best model for the job. By making ShinkaEvolve open-source and highly sample-efficient, our goal is to democratize access to advanced, open-ended discovery tools. Our vision for ShinkaEvolve is to be an easy-to-use companion tool to help scientists and engineers with their daily work. We believe that building more efficient, nature-inspired systems is key to unlocking the future of AI-driven scientific research. We are excited to see what the community builds with it! Learn more in our technical report:

Sakana AI

359,537 views โ€ข 9 months ago

Are you safer with LIDAR, or are you safer with vision? This is a false dichotomy. The more pertinent question today is "do you have something, or do you have nothing?" As you can see from the clips below, vision based systems avoid countless potential collisions every day. The difference between a crash and no crash isn't what sensor suite you chose โ€” it's whether you have any AI on your car at all. Even if we concede that LIDAR may help prevent some additional crashes, we are really debating whether it is 1% of crashes or 0.00001% of crashes. Not all crashes are super complex and require lasers to detect. Most are simple, routine, and can easily be prevented by today's vision based AI. In fact, evidence is mounting that computer vision based systems can actually outperform more traditional approaches to self-driving. Why? Because the low cost of cameras enables you to create a much larger, more varied, and more diverse dataset. If you want to have expensive custom cars that's fine, but you're going to get fewer vehicles for the same budget. Seeing what's in front of you now is actually less important than predicting what's going to happen next โ€” and the large scale datasets used to train pure vision systems are the best for predicting what's next. Counter-intuitively, the simpler and lower cost sensor actually has properties that make it better suited for training advanced AI. Computer vision based self-driving is often framed by LIDAR proponents as "cheaping out" on the sensor suite to save money. But it's not about being cheap, it's about bringing the technology to everyone. 1.2 million people die on the road every year around the world. That's around 39 million people who've died on the roads around the world since I was born โ€” equivalent to a city the size of Tokyo or New Delhi getting wiped off the map. The status quo is simply unacceptable, and something has to be done to fix it as soon as possible. Of the 1.2 million people that will die on the roads this year, about 40,000 will be Americans. That's about 3%. So if we moved entirely to self-driving cars in America and brought crashes down to 0, 97% of the world's crash fatalities would still be taking place as usual. Deploying a $200,000+ retrofitted self-driving car may work in a few American cities, but it is not going to make sense in most places around the world where fares are much cheaper. Most often, the choice is not between LIDAR and vision. It's between vision or nothing. The best system is the system that's there running on my car when I need it to save my life. To say that all self-driving cars must have LIDAR is to sentence most of the world to death. We can't write off computer vision if we want to make a serious dent in this problem. It's going to be a key piece of the solution. Let LIDAR based players build the best self-driving car they can, and let vision based players do the same. We need to be trying everything

Whole Mars Catalog

45,801 views โ€ข 1 year ago

๐—ฅ๐—ผ๐—ฏ๐—ผ๐˜๐˜€ ๐—ฑ๐—ผ๐—ปโ€™๐˜ ๐—ป๐—ฒ๐—ฒ๐—ฑ ๐—บ๐—ผ๐—ฟ๐—ฒ ๐—ฑ๐—ฒ๐—บ๐—ผ๐—ป๐˜€๐˜๐—ฟ๐—ฎ๐˜๐—ถ๐—ผ๐—ป๐˜€. ๐—ง๐—ต๐—ฒ๐˜† ๐—ป๐—ฒ๐—ฒ๐—ฑ ๐˜๐—ผ ๐—น๐—ฒ๐—ฎ๐—ฟ๐—ป ๐—ณ๐—ฟ๐—ผ๐—บ ๐—ณ๐—ฎ๐—ถ๐—น๐˜‚๐—ฟ๐—ฒ โ€” ๐—ฎ๐—ณ๐˜๐—ฒ๐—ฟ ๐˜„๐—ฎ๐˜๐—ฐ๐—ต๐—ถ๐—ป๐—ด ๐—ต๐˜‚๐—บ๐—ฎ๐—ป๐˜€. Most robot learning systems assume failure is the end of learning. In our new work, we study whether robots can improve after deployment by learning from their own failures, without any human intervention, teleoperation, or corrective labels. The key idea is simple: human videos contain structure about how the world works. We use them to learn cross-embodiment representations of action, dynamics, and value, enabling a shared predictive space between human behavior and robot experience. This allows a new learning loop: ๐Ÿ‘‰ pretrain on human videos ๐Ÿ‘‰ deploy robot policy ๐Ÿ‘‰ observe failures ๐Ÿ‘‰ reinterpret failures using human priors ๐Ÿ‘‰ improve autonomously We evaluate this across 7 real-world manipulation tasks, showing: ๐Ÿ“ˆ 40% โ†’ 81% success rate ๐Ÿ† Strong improvements over ฯ€0.6 RECAP and RISE โœ”๏ธ Zero human intervention during post-deployment improvement ๐Ÿงฌ Generalizes across robot embodiments and policy backbones A key finding is that explicit failure repair significantly outperforms failure reweighting, yielding substantially larger gains under identical data conditions (+25 pts vs +5 pts on the same ฯ€0.5 base policy). Overall, the results suggest a shift in how we think about robot learning: Human videos are not only for pretraining policies. They can provide the structure needed for continual self-improvement after deployment. ๐Ÿ“„ Paper: ๐ŸŒ Project: I am grateful for working with the fantastic leads Hanzhi Chen and Anran Zhang, and our collaborators Simon Schaefer, Kejia Chen, Shi Chen, Daniel Cremers. Special thanks to Stefan Leutenegger for co-advising this project with me. ETH Zรผrich TU Mรผnchen Microsoft Check out Hanzhi's ๐Ÿงต for more details

Oier Mees

11,985 views โ€ข 18 days ago

Boom! Grok Tasks Make It One Of The Most POWERFUL Real-Time AI Systems In The World. โ€” My How to Use Grok Tasks With Hidden Tools For Powerful Daily Output. Grok Tasks are customizable AI workflows that integrate a variety of tools to streamline daily activities, from research and analysis to creative planning and problem-solving. I have been using them for quite sometime and because of the vital heartbeat of news and first person data on X, it is the most powerful AI platform available. By combining Tasks with tools like web searches, X platform interactions, code execution, and media viewers, you can build efficient, automated processes. These tasks work by prompting Grok with a clear description of what you want to achieve, and Grok will intelligently call the necessary tools in sequence or parallel to deliver results. Here's a step-by-step guide to creating and using Grok Tasks: Step 1: Define Your Task Start by clearly outlining the daily activity or goal. Consider what inputs you have (e.g., a URL, a query, or an attachment) and what output you need (e.g., a summary, calculation, or visual analysis). Break it down into subtasks to identify tool needs. For example, if your task involves researching current events, note that you'll need search and browsing capabilities. Step 2: Review Available Tools Familiarize yourself with the tools Grok can access. Here's a quick overview: - Code Execution: Run Python code for calculations, data processing, or simulations using libraries like numpy, pandas, or sympy. - Browse Page: Fetch and summarize content from any website URL with custom instructions. - Web Search: Perform general internet searches, returning results with optional operators like site:. - Web Search With Snippets: Get quick, detailed excerpts from search results for fact-checking. - X Keyword Search: Advanced search for X posts using operators like from:, since:, or filter:. - X Semantic Search: Find semantically related X posts based on a query, with filters for dates or users. - X User Search: Locate X users by name or handle. - X Thread Fetch: Retrieve a full X post thread, including context like replies and parents. - View Image: Analyze an image from a URL or conversation ID. - View X Video: Extract frames and subtitles from an X-hosted video. - Search PDF Attachment: Query a PDF file for relevant pages using keyword or regex modes. - Browse PDF Attachment: View specific pages of a PDF with text and screenshots. Select tools that align with your task. Aim for a mix to handle data gathering, processing, and visualization. Step 3: Craft Your Prompt Write a detailed prompt to Grok describing the task. Include: - The overall goal. - Specific steps or subtasks. - References to tools if you want to guide the process (e.g., "Use web_search to find sources, then code_execution to analyze data"). - Any constraints, like dates or limits. Example prompt: "Create a Grok Task for my morning routine: Search recent X posts about tech news using x_keyword_search, fetch a key thread with x_thread_fetch, and summarize with browse_page on linked articles." Step 4: Submit and Interact Send your prompt to Grok. It will process the task by calling tools as needed, often in parallel for efficiency. Review the output and refine with follow-up prompts if required (e.g., "Expand on that using view_image for visuals"). Iterate to fine-tune the workflow for reuse. Step 5: Save and Reuse Once refined, note the prompt as a template for future use. You can adapt it for similar tasks, making Grok Tasks a habitual part of your day. Finding Grok Tasks To discover existing Grok Tasks or inspiration for new ones, use X searches with tools like x_keyword_search or x_semantic_search (e.g., query: "Grok Tasks examples" with mode: Latest). Browse community-shared threads via x_thread_fetch, or web_search for tutorials on xAI features. Prompt Grok directly: "Show me popular Grok Tasks for productivity." 1 of 3

Brian Roemmele

152,242 views โ€ข 6 months ago