Beginning July 20, Claude Fable 5 will be included in all Max and Team Premium plans, at 50% of limits.
Pro and Team Standard users will continue to have access to Fable via usage credits, and will receive a one-time $100 credit.
Demand for Fable has been challenging to predict, which is why we rolled it out to subscription plans in stages, extending access several times as we secured additional capacity.
ft-lab retweeted
The US government, citing national security authorities, has issued an export control directive to suspend all access to Fable 5 and Mythos 5 by any foreign national, whether inside or outside the United States, including foreign national Anthropic employees.
The net effect of this order is that we must abruptly disable Fable 5 and Mythos 5 for all our customers to ensure compliance.
Access to all other Claude models is not affected.
We apologize for this disruption to our customers. We believe this is a misunderstanding and are working to restore access as soon as possible.
Read our full statement: anthropic.com/news/fable-myt…
ft-lab retweeted
【新モデル公開🚀Nemotron-Nano-9B-v2-Japanese】
本日、NVIDIA は Nejumi Leaderboard 4 のパラメータ数 10B 以下において、最先端の性能 (SOTA) を達成した NVIDIA Nemotron-Nano-9B-v2-Japanese を公開しました。商用利用可能です。
huggingface.co/blog/nvidia/n…
ft-lab retweeted
FreeTimeGS: Free Gaussians at Anytime and Anywhere for Dynamic Scene Reconstruction
Abstract:
This paper addresses the challenge of reconstructing dynamic 3D scenes with complex motions. Recent works define 3D Gaussian primitives in the canonical space and use deformation fields to map these primitives to observation spaces, achieving real-time dynamic view synthesis. However, these methods often struggle with scenes that have complex motions due to the difficulty in optimizing deformation fields.
To overcome this problem, we propose FreeTimeGS, a novel 4D representation that allows Gaussian primitives to appear at arbitrary times and locations. Unlike canonical Gaussian primitives, our representation possesses strong flexibility, improving the ability to model dynamic 3D scenes. Additionally, we endow each Gaussian primitive with a motion function, allowing it to move to neighboring regions over time, which reduces temporal redundancy.
Experimental results on several datasets show that the rendering quality of our method outperforms recent methods by a large margin.
ft-lab retweeted
"Transformer-based Neural Rendering of Triangle Meshes with Global Illumination"
TL;DR: Mesh2img end2end transformer based architecture; 2 stage pipeline: a view-independent stage that models triangle2triangle light transport and a view-dependent stage (1/3)
ft-lab retweeted
So the PhysX CUDA kernel source code is now open source!!!
github.com/NVIDIA-Omniverse/… and github.com/NVIDIA-Omniverse/…
ft-lab retweeted
【NEWS】
NVIDIAが9/3(火)に「Omniverse 早わかりウェビナー」を開催-デジタルツインの作り方、AIとロボットの活用
cgworld.jp/flashnews/2408-nv…
#CGWjp
ft-lab retweeted
Building #OpenUSD-based applications from scratch just got easier thanks to the release of #NVIDIAOmniverse Kit 106 beta 🙌
The release includes new tooling & enhanced functionality to bring greater ease and control over your development workflows.
nvda.ws/3XhPlVP
ft-lab retweeted
When Apple said they were rolling out 'spatial media' this is what I actually expected - 3D video with six-degrees of freedom.
Instead Vision Pro users got old wine (VR180 video) in a new bottle (Apple's MV-HEVC format).
Conveniently, here's an open source NeRF-based volumetric video engine, with WebXR streaming to Vision Pro and Quest. Oh and it supports Mac too. All this from a little known company called Lifecast (YC '21).
Let's dive into their new paper "Baking Neural Radiance Field Video to Immersive Layered Depth Images" - which aims to prove that volumetric video capture, editing and playback is very possible on today's hardware.
🔴Central Approach: Multi-View Video → NeRFs → LDIs
You can also use a simple VR180 camera (e.g. Canon R5C) or a big ball of cameras (GoPros) to capture 3D video of a scene, make some NeRFs, then bake it down into a Layered-Depth Image (LDI) based video format.
It's kind of like taking a detailed, hand-crafted sculpture (the NeRF) and then creating a simplified, 3D-printed version (the LDI) that captures the essence of the original, but is easier to distribute and display.
According to the paper, it's a 3 layer LDI - which isn't super high but still a pretty substantial jump up from flat stereo. However, the reason for the authors sticking to just 3 layers is very practical.
🔴Why 3 Layers is a Sweet Spot for Volumetric Video
Turns out you can can easily pack a 3x3 grid of 1920x1920 resolution layers into a 5760x5760 image - which is the max resolution video most VR headsets (with mobile chips) can decode.
Plus, the paper uses an equiangular (vs. equirectangular) projection which keeps the pixel density in the center region comparable to "8K" resolution 180° VR video. That's quite the sweet spot IMO.
🔴Things Move Fast! Yet Old Ideas Often Find New Homes
Low key stoked to see 'LDIs' and 'equiangular projections' being used to bake out these 4D radiance fields. Circa 2017-2020 my team at Google used exactly these approaches to enable light field video (@broxtronix et al) and high resolution video streaming on YouTubeVR.
What's wild is 4 years later this paper brings a 238x speedup vs. the Deep View Video paper - and the pipeline can be run on a single GPU workstation vs. a Google datacenter.
🔴Closing Thoughts
IMO, the visual fidelity is still not there with complex subject matter - like, 3 layers will only get you so far.
But what this paper/pipeline proves to me is that high res volumetric video streaming is absolutely possible on mobile hardware.
A simpler 3 layer format like this could also make editing of volumetric video in existing tools like premiere/resolve a lot easier than we might have expected.
ft-lab retweeted
<ニュース>
OpenPBR 1.0がGitHubでリリース!
物理ベースレンダリングのシェーディングモデル共通化に向けた大きな一歩
▼詳細はこちら
cgworld.jp/flashnews/202406-…
ft-lab retweeted
どうやって、meta quest で空間ビデオを転送するのかわからなかったけど、このサイトに書いているのをようやく見つけた。
meta.com/ja-jp/help/quest/ar…
ft-lab retweeted
The OpenPBR repo is now publicly available! A subproject of @MaterialXcg, OpenPBR provides an artist-friendly new open source shading model to bridge the gap from one software package to another. We encourage community input - read more on the blog: aswf.io/blog/openpbr-v0-2-no…
ft-lab retweeted
3D was either pretty, or fast. Now it’s BOTH! Meet Interactive Scenes built with Gaussian Splatting:
🔥Browser & Phone-Friendly: Hyperefficient and fast rendering everywhere
👌Embed Anywhere: 8-20MB streaming files (even smaller soon!)
✨Ultra High Quality offline NeRF renders & mesh exports
🍕Creating is as easy as capturing a video on your phone
Available TODAY in Luma iOS App, Luma Web, as well as the Luma API. And fully commercially usable.
Get Started for Free → lumalabs.ai/interactive-scen…
#lumaai #3d #ai #gaussainsplatting #nerf
ft-lab retweeted
Don't miss #OpenUSD Day at #SIGGRAPH2023 to hear from industry experts on how this groundbreaking technology is:
✔ Enabling custom 3D pipelines
✔ Easing 3D tool development
✔ Delivering interoperability between 3D applications
Register now: nvda.ws/3XWoTzl
OpenUSD Day at SIGGRAPH 2023
ft-lab retweeted
The OpenUSD 23.08 release candidate is now available on GitHub. We anticipate officially releasing 23.08 on Friday, July 21st. Here's the CHANGELOG:
github.com/PixarAnimationStu…
ft-lab retweeted
【ニュース】
NVIDIA「Omniverse USD Composer」リリース!
ジェネレーティブAI関連ツールへのアクセスを追加。
AI Animal Explorer Extension、GANverse3D Extensionなどの「AI Toyboxツール」群による機能拡張が見逃せない。
cgworld.jp/flashnews/202307-…
#NVIDIA #Omniverse
ft-lab retweeted
Universal Scene Description (#OpenUSD) is revolutionizing data modeling and interchange across industries.
Check out the 4 USD superpowers you can leverage to unlock new possibilities in #3D workflows.
nvda.ws/3WYuiW3



























