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🔎Excited to share our PDT: Point Distribution Transformation with Diffusion Models (SIGGRAPH2025)!
💡While autoregressive models are now widely adopted for predicting structures, we find diffusion models can also reveal high-level structures by transforming point distributions!
Is he doing all of that with just hand gestures?🧐
Codex inside a Full-Color display smart glasses
Even less than 50 grams
btw, how did I just control it?🧐 @HiSavageTech
#Codex #smartglasses #BuildInPublic #vr #ar
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Cheng Lin retweeted
Very excited to see recent MBRL/world-model progress.
Reported training times went from 72 min for SuperMimic (H100) to 7 min for InstantTrack v1.2 (5090) to 3.4 min for BlinkMimic (4090)!
Congrats on those great works!
This repo looks at which “implementation factors” help these methods train better.
We started it to share implementation tricks, so when people (or coding agents) try to use these models, they can save time and effort.
We're adding tasks and baselines, and testing engineering tricks.
github.com/Frank-ZY-Dou/ndm-…
#Simulation #Robotics #MBRL #BPTT #Humanoid #Graphics
🌍Meet our World2HOSI: 3D Gaussian scenes + text → long-horizon human–object–scene interactions. Existing motion experts collaborate through a shared, evolving world—without training a new unified motion generator.
nintreesssss.github.io/World…
🪑 “Move the chair, then sit down.” The crucial detail: the seat has moved! World2HOSI updates object poses, support regions and navigation after each action, so the next expert follows the changed world.
🚶 Navigate → manipulate → sit, continuously.
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Adaptive patch-wise denoising makes video diffusion much more efficient!
A static sky may need just one denoising step. A moving subject may need four. Yet most video diffusion models give every patch the same budget.
🚀 Introducing ForcingBooster: adaptive patch-wise denoising that lets easy regions finish early while spending more computation where refinement is still needed.
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Cheng Lin retweeted
A static sky may need just one denoising step. A moving subject may need four. Yet most video diffusion models give every patch the same budget.
🚀 Introducing ForcingBooster: adaptive patch-wise denoising that lets easy regions finish early while spending more computation where refinement is still needed.
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An object-centric Transformer for learning rigid-body dynamics!
✨RigidFormer: Learning Rigid Dynamics using Transformers — accepted at #NeurIPS2026!
💻 Code is now open source: github.com/Frank-ZY-Dou/Dyna…
We propose an object-centric Transformer for learning rigid-body dynamics, enabling efficient and scalable mesh-free simulation. It achieves higher accuracy and faster simulation.
We hope this architecture can be extended to a wide range of rigid-body dynamics scenarios and potentially to deformable-body dynamics by adapting its rigid-alignment component. Contributions are very welcome!
It’s been a pleasure working with this wonderful team: Minghao Guo (@GuoMh14), Haixu Wu (@Haixu_Wu_1998), Doug Roble, Tuur Stuyck (@TuurStuyck), and Wojciech Matusik (@wojmatusik)!
See you in Atlanta!
#Simulation #PhysicalAI #MachineLearning #Robotics #AI #DeepLearning #Simulation
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This marks the first research paper collaboration between Yuliang and me! 🤝 I believe this work will lay an important foundation for the controllability of 4D Gaussian animation!
GaussiAnimate compresses a 4D capture into a rigged 3D asset while keeping its secondary dynamics.
No physics simulation or learned deformable model.
Page: net-maker.github.io/gaussian…
#SIGGRAPHAsia2026 🧵
Check out our latest work PartLLM! You can use natural language to segment 3D object meshes for any use case!
Segment anything for your 3D meshes!
PartLLM (SIGGRAPH Asia 26, ACM ToG) connects 3D meshes to LLMs for flexible 3D segmentation with point prompts, text prompts, or arbitrary granularities.
Codes released!
GitHub: github.com/czvvd/PartLLM
Paper: arxiv.org/abs/2609.25832
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Cheng Lin retweeted
Our work #S4R has been accepted to SIGGRAPH Asia 2026 / ACM Transactions on Graphics (TOG).
Removing unintended interpenetration is an important step toward making generated or assembled 3D scenes usable for physical simulation and robotic interaction.
S4R tackles this problem through a simple scale-space strategy: we first shrink objects to create clearance, then progressively scale them back to full size while optimizing their poses. This transforms a difficult deep-interpenetration problem into a sequence of mostly shallow-contact quadratic programs (QPs).
We are also integrating S4R into an agentic framework for automatically generating and optimizing penetration-free, simulation-ready scene layouts.
Project Page: frank-zy-dou.github.io/proje…
Code: github.com/Frank-ZY-Dou/Dyna…
#Geometry #3D #Graphics #Simulation #Optimization #Robotics
Cheng Lin retweeted
I resigned from Anthropic today. I spent the last three years doing pretraining research at both OpenAI and Anthropic. Neither company is acting responsibly. They are racing straight to self-improving superintelligence and gambling with our lives. More thoughts below.
👍👍👍
Happy to share: "NaLA: A 3D Native LLM Layout Agent for High-quality 3D Scene Generation." (ECCV'26)
Unlike previous layout agents transforming assets into text or image descriptions as inputs for LLMs, NaLA directly perceives the 3D geometry of scenes and assets and generates position tokens for asset arrangement. Given a design prompt and a set of 3D assets, NaLA arranges both large furniture and small objects into plausible layouts with physical plausibility, semantic coherence, and visual aesthetics.
Paper: arxiv.org/abs/2606.29395
Project page: adamcwan.github.io/NaLA/
Project code: github.com/adamcwan/NaLA-cod…
#3DSceneGeneration #LLM #ComputerVision #ECCV2026 #PointCloud #AILayout
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Cheng Lin retweeted
Feet on the ground.
It's always been one of the hardest problems in capturing human motion.
We've released an updated flagship perception model Comic 4.2.
We've focused on an advanced foot physics estimation system, properly estimating force, friction, toe roll, and elevation changes — all from simple video input.
For those making games and doing 3D animation, you can use it directly in Unreal Engine and soon Maya and Blender.
Mocap on tap, as we like to say. It's fast, accurate, and inexpensive 🤸♀️
Live at @getcartwheel. Here's a quick look!
#robotics #unreal #maya #blender #AI
Big news: Kimi-K3 by @Kimi_Moonshot is now #1 in the Frontend Code Arena with 1679 pts, surpassing Claude Fable 5.
This is a 17-place jump from Kimi-k2.6 (#18 -> #1).
In Frontend, Kimi-K3 ranked #1 in 6 of 7 domains: Brand & Marketing, Reference-Based Design, Data & Analytics, Consumer Product, Simulations, and Content Creation Tools, landing #2 only in Gaming behind Fable 5.
The full model weights will be released by July 27.
Congrats to the @Kimi_Moonshot team on this major milestone!
Cheng Lin retweeted
Excited to share our work at #RSS: NeuralActuator: Neural Actuation Modeling for Robot Dynamics and External Force Perception
We have now released the complete codebase, datasets, and pretrained checkpoints:
🔗 Code: github.com/Frank-ZY-Dou/Dyna…
📑 Paper: people.csail.mit.edu/frankzy…
🏠 Project Page: people.csail.mit.edu/frankzy…
The release includes:
* Complete training, evaluation, inference, and rollout-rendering code;
* The Neural Actuation Dataset and pretrained checkpoints for OpenManipulator-X, SO-101, and Franka Panda;
* Two inference modes:
1. Differentiable-dynamics rollout for predicting robot dynamics;
2. A virtual force sensor that estimates external forces directly from motor telemetry;
* Teleoperation and data-collection code, together with detailed hardware setup and component-sourcing instructions;
* Fully reproducible evaluation scripts and updated benchmark results. The released checkpoints achieve even better performance than the results reported in the paper;
* Additional discussions and experiments on:
• Cross-platform scalability;
• Direct versus residual torque modeling, with and without model-based inductive bias;
• Motor-condition detection.
The datasets and pretrained models are also available on Hugging Face. The dataset page additionally includes camera recordings from our data-collection sessions:
📊 Dataset: huggingface.co/datasets/fran…
🤗 Models: huggingface.co/frankzydou/Ne…
We hope NeuralActuator can serve as a useful and accessible tool for robot dynamics modeling, differentiable simulation, and external force perception.
We are also inviting the community to contribute more diverse actuation data across different robots, actuators, operating conditions, and hardware platforms. We would love to expand the dataset together with the robotics community.
We are incredibly honored that NeuralActuator has been selected as a finalist for both the Outstanding Student Paper Award and the Outstanding Paper Award! At this point, I think it is only fair to say: RIP to all the motors we burned along the way🙏 Their sacrifices were not in vain.
Please check out our work at #RSS!
#Robotics #RobotLearning #DynamicsModeling #ForceSensing #Simulation #RSS #RSS2026
Excited to share that our work NeuralActuator: Neural Actuation Modeling for Robot Dynamics and External Force Perception has been accepted to #RSS2026!
Your robot — even a low-cost one — can feel external forces without torque or tactile sensors.
TL;DR: NeuralActuator is a neural actuator model that jointly predicts 1️⃣torque to capture the nonlinear and time-varying current–to–torque relationship of low-cost servos, 2️⃣external contact forces (and force detection gates) for sensorless force perception, 3️⃣and motor conditions that indicate each motor’s operating regime.
Here is a fast-forward video clip ⬇️ We are also covering more robots like LeRobot-S101 and Franka Panda.
More details coming soon.
Thanks to Zhiyang for providing the GPU version. Coverage Axis was our very first collaborative paper from four years ago. The method is simple yet robust, offering an innovative solution for shape skeletonization.
If you work on shape skeletonization/medial axis/point sampling, you may want to check this out.
We made Coverage Axis a GPU version to accelerate it. The point-selection step
is a set-cover problem, and we solve it exactly on the GPU, so you get the same optimal selected points, just faster.
Also, a fun one: if you do a double-cover over the surface and use Coverage Axis to solve for the points, you get a surface sampling.
We tried to make a QMAT GPU version (beta) too.
Skeleton points matter. They are critical features for shape description, both for static and dynamic shapes (think correspondence, animation, deformation, retrieval).
Code:
- Coverage Axis (+ GPU solver): github.com/Frank-ZY-Dou/Cove…
- Q-MAT GPU: github.com/Frank-ZY-Dou/Geom…
---- Thanks (tools we built on) ----
- NVIDIA Warp (GPU kernels): github.com/NVIDIA/warp
- Google OR-Tools / CP-SAT (exact integer solver): developers.google.com/optimi…
- HiGHS via SciPy (reference MILP): highs.dev
- Polyscope (visualization): polyscope.run
And the works this builds on:
- Coverage Axis (Dou et al., EG 2022): arxiv.org/abs/2110.00965
- Q-MAT: Computing Medial Axis Transform by Quadratic Error Minimization (Li et al., ACM TOG 2015)
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Cheng Lin retweeted
🎉 Both 𝗘𝗧𝗖𝗛-𝗫 and 𝗢𝗺𝗻𝗶𝗙𝗶𝘁 are accepted to #ECCV2026!
Two papers, one question: how do you fit a single expressive whole-body model to real 3D humans — 𝘸𝘩𝘢𝘵𝘦𝘷𝘦𝘳 the clothing, pose, scale, or how partial the input?
And ETCH-X gets there with 𝘇𝗲𝗿𝗼 𝗿𝗲𝗮𝗹 𝘀𝗰𝗮𝗻𝘀 — trained purely on synthetic garments and motions, yet setting SOTA on real-world data.
🔗 ETCH-X: xiaobenli00.github.io/ETCH-X…
🔗 OmniFit: zcai0612.github.io/OmniFit/
Kudos to @XiaobenLi00 and @ZeyuCai111168



















