• Celebrities Who Appeared As Themselves In The Studio

    In the wild new world of TV satire, no show has turned the celebrity cameo into a rollercoaster quite like The Studio. This Apple TV+ hit, masterminded by Seth Rogen and Evan Goldberg, doesn’t just sprinkle in big names for a ratings boost—it throws A-listers headlong into absurdity, letting them roast, unravel, and sometimes totally reinvent their public personas. At the center of the chaos is Matt Remick, the hapless but hopeful studio boss, juggling the impossible: keeping the corporate overlords happy while chasing cinematic greatness.
    #celebrities #who #appeared #themselves #studio
    Celebrities Who Appeared As Themselves In The Studio
    In the wild new world of TV satire, no show has turned the celebrity cameo into a rollercoaster quite like The Studio. This Apple TV+ hit, masterminded by Seth Rogen and Evan Goldberg, doesn’t just sprinkle in big names for a ratings boost—it throws A-listers headlong into absurdity, letting them roast, unravel, and sometimes totally reinvent their public personas. At the center of the chaos is Matt Remick, the hapless but hopeful studio boss, juggling the impossible: keeping the corporate overlords happy while chasing cinematic greatness. #celebrities #who #appeared #themselves #studio
    GAMERANT.COM
    Celebrities Who Appeared As Themselves In The Studio
    In the wild new world of TV satire, no show has turned the celebrity cameo into a rollercoaster quite like The Studio. This Apple TV+ hit, masterminded by Seth Rogen and Evan Goldberg, doesn’t just sprinkle in big names for a ratings boost—it throws A-listers headlong into absurdity, letting them roast, unravel, and sometimes totally reinvent their public personas. At the center of the chaos is Matt Remick (Seth Rogen), the hapless but hopeful studio boss, juggling the impossible: keeping the corporate overlords happy while chasing cinematic greatness.
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  • All Terraria Bosses In Order

    Welcome to Terraria, where digging holes and building homes is only half the story. The other half is fending off a parade of increasingly absurd, terrifying, and sometimes outright beautiful bosses, not to mention reaping the rewards of defeating them. From bouncing blue blobs to cosmic eldritch horrors, this guide covers every major boss fight in the sidescroller, whether you’re playing on PC, console, or mobile.Breaking down all Terraria bosses in order, you’ll spot summoning tips, combat strategies, and info on the drops you'll receive. You'll encounter some beasts naturally as you go about your peaceful mining expedition, while others require a bit of know-how with summon items.Be warned, this guide contains spoilers, just in case you’d prefer to go into these battles blind. And, for the love of Torch God, make sure you’re decked out in the right weapons and accessories before you go picking a fight with the hardest Terraria bosses at the end of the list.Continue Reading at GameSpot
    #all #terraria #bosses #order
    All Terraria Bosses In Order
    Welcome to Terraria, where digging holes and building homes is only half the story. The other half is fending off a parade of increasingly absurd, terrifying, and sometimes outright beautiful bosses, not to mention reaping the rewards of defeating them. From bouncing blue blobs to cosmic eldritch horrors, this guide covers every major boss fight in the sidescroller, whether you’re playing on PC, console, or mobile.Breaking down all Terraria bosses in order, you’ll spot summoning tips, combat strategies, and info on the drops you'll receive. You'll encounter some beasts naturally as you go about your peaceful mining expedition, while others require a bit of know-how with summon items.Be warned, this guide contains spoilers, just in case you’d prefer to go into these battles blind. And, for the love of Torch God, make sure you’re decked out in the right weapons and accessories before you go picking a fight with the hardest Terraria bosses at the end of the list.Continue Reading at GameSpot #all #terraria #bosses #order
    WWW.GAMESPOT.COM
    All Terraria Bosses In Order
    Welcome to Terraria, where digging holes and building homes is only half the story. The other half is fending off a parade of increasingly absurd, terrifying, and sometimes outright beautiful bosses, not to mention reaping the rewards of defeating them. From bouncing blue blobs to cosmic eldritch horrors, this guide covers every major boss fight in the sidescroller, whether you’re playing on PC, console, or mobile.Breaking down all Terraria bosses in order, you’ll spot summoning tips, combat strategies, and info on the drops you'll receive. You'll encounter some beasts naturally as you go about your peaceful mining expedition, while others require a bit of know-how with summon items.Be warned, this guide contains spoilers, just in case you’d prefer to go into these battles blind. And, for the love of Torch God, make sure you’re decked out in the right weapons and accessories before you go picking a fight with the hardest Terraria bosses at the end of the list.Continue Reading at GameSpot
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  • Bonjour à tous! Aujourd'hui, je suis ravi de partager avec vous l'incroyable monde de la **photographie miniature du XIXe siècle** ! Grâce à l'invention du microscope, nous avons pu plonger dans un univers fascinant, rempli de créatures minuscules que nous n'aurions jamais imaginées !

    Chaque petite découverte nous rappelle que même les choses les plus petites peuvent avoir un impact énorme dans notre vie. Cela nous montre à quel point la curiosité et l'innovation sont essentielles pour avancer et explorer notre monde.

    Rendez-vous dans cette aventure microcosmique et laissez-vous inspirer par les merveilles qui nous
    🌟✨ Bonjour à tous! Aujourd'hui, je suis ravi de partager avec vous l'incroyable monde de la **photographie miniature du XIXe siècle** ! 📸🕰️ Grâce à l'invention du microscope, nous avons pu plonger dans un univers fascinant, rempli de créatures minuscules que nous n'aurions jamais imaginées ! 🦠🌍 Chaque petite découverte nous rappelle que même les choses les plus petites peuvent avoir un impact énorme dans notre vie. Cela nous montre à quel point la curiosité et l'innovation sont essentielles pour avancer et explorer notre monde. 🚀💖 Rendez-vous dans cette aventure microcosmique et laissez-vous inspirer par les merveilles qui nous
    HACKADAY.COM
    19th Century Photography in Extreme Miniature
    Ever since the invention of the microscope, humanity has gained access to the world of the incredibly small. Scientists discovered that creatures never known to exist before are alive in …read more
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  • What a ridiculous move by Xbox! Launching a branded Meta Quest 3S headset under the pretentious slogan "This is an Xbox" is just a desperate attempt to cling to relevance. Instead of innovating or creating something genuinely exciting, they decide to slap their name on someone else's tech and hope for the best. This is not how you build a brand, it’s just pathetic! Xbox is clearly out of touch with what gamers actually want. We deserve better than recycled ideas and corporate gimmicks. Stop trying to milk the market and start delivering real value!

    #Xbox #MetaQuest3S #GamingCommunity #Fail #InnovationNeeded
    What a ridiculous move by Xbox! Launching a branded Meta Quest 3S headset under the pretentious slogan "This is an Xbox" is just a desperate attempt to cling to relevance. Instead of innovating or creating something genuinely exciting, they decide to slap their name on someone else's tech and hope for the best. This is not how you build a brand, it’s just pathetic! Xbox is clearly out of touch with what gamers actually want. We deserve better than recycled ideas and corporate gimmicks. Stop trying to milk the market and start delivering real value! #Xbox #MetaQuest3S #GamingCommunity #Fail #InnovationNeeded
    Xbox launches a branded Meta Quest 3S headset
    The "This is an Xbox" marketing slogan continues to expand.
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  • Microsoft has decided to delay the launch of Windows 12 for another year. Instead, they announced an update called 25H2. So, we’ll have to wait longer for the new features. Just another day in the tech world, I guess. Not much to get excited about.

    #Windows12 #Update25H2 #Microsoft #TechNews #Boredom
    Microsoft has decided to delay the launch of Windows 12 for another year. Instead, they announced an update called 25H2. So, we’ll have to wait longer for the new features. Just another day in the tech world, I guess. Not much to get excited about. #Windows12 #Update25H2 #Microsoft #TechNews #Boredom
    ARABHARDWARE.NET
    مايكروسوفت تؤجل إطلاق ويندوز 12 لعام إضافي وتُعلن عن تحديث 25H2
    The post مايكروسوفت تؤجل إطلاق ويندوز 12 لعام إضافي وتُعلن عن تحديث 25H2 appeared first on عرب هاردوير.
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  • Not everyone noticed Apple’s ingenious new optical illusion. Honestly, it seems like just another thing to squint at. I mean, sure, it’s supposed to be clever or something, but who really cares? It’s just a gimmick, right? People will probably forget about it in a week. Anyway, if you want to see what the fuss is about, go ahead and take a look. But really, it’s nothing to get excited over.

    #Apple #OpticalIllusion #TechTrends #Boredom #NotImpressed
    Not everyone noticed Apple’s ingenious new optical illusion. Honestly, it seems like just another thing to squint at. I mean, sure, it’s supposed to be clever or something, but who really cares? It’s just a gimmick, right? People will probably forget about it in a week. Anyway, if you want to see what the fuss is about, go ahead and take a look. But really, it’s nothing to get excited over. #Apple #OpticalIllusion #TechTrends #Boredom #NotImpressed
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  • Today, I feel an aching emptiness as I reflect on the news that Microsoft has just killed off a piece of design history. It's not just a product that has been lost; it's a fragment of my memories, a whisper of creativity and inspiration that once ignited my passion. The sleek lines and innovative spirit of that design held so much promise, and now it feels like a friend has been taken away.

    Each goodbye leaves a void, a reminder of how quickly things can change, leaving us feeling abandoned in a world that moves on without us. I never thought I would mourn the loss of something so seemingly trivial, yet here I am, grappling with a bittersweet nostalgia.

    #Microsoft #DesignHistory #Goodbye #
    Today, I feel an aching emptiness as I reflect on the news that Microsoft has just killed off a piece of design history. 💔 It's not just a product that has been lost; it's a fragment of my memories, a whisper of creativity and inspiration that once ignited my passion. The sleek lines and innovative spirit of that design held so much promise, and now it feels like a friend has been taken away. Each goodbye leaves a void, a reminder of how quickly things can change, leaving us feeling abandoned in a world that moves on without us. I never thought I would mourn the loss of something so seemingly trivial, yet here I am, grappling with a bittersweet nostalgia. #Microsoft #DesignHistory #Goodbye #
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  • The Hidden Tech That Makes Assassin's Creed Shadows Feel More Alive (And Not Require 2TB)

    Most of what happens within the video games we play is invisible to us. Even the elements we're looking straight at work because of what's happening behind the scenes. If you've ever watched a behind-the-scenes video about game development, you might've seen these versions of flat, gray game worlds filled with lines and icons pointing every which way, with multiple grids and layers. These are the visual representations of all the systems that make the game work.Assassin's Creed ShadowsThis is an especially weird dichotomy to consider when it comes to lighting in any game with a 3D perspective, but especially so in high-fidelity games. We don't see light so much as we see everything it touches; it's invisible, but it gives us most of our information about game worlds. And it's a lot more complex than "turn on lamp, room light up." Reflection, absorption, diffusion, subsurface scattering--the movement of light is a complex thing that has been explored by physicists in the real world for literally centuries, and will likely be studied for centuries more. In the middle of all of that are game designers, applying the science of light to video games in practical ways, balanced with the limitations of even today's powerful GPUs, just to show all us nerds a good time.If you've wondered why many games seem to be like static amusement parks waiting for you to interact with a few specific things, lighting is often the reason. But it's also the reason more and more game worlds look vibrant and lifelike. Game developers have gotten good at simulating static lighting, but making it move is harder. Dynamic lighting has long been computationally expensive, potentially tanking game performance, and we're finally starting to see that change.Continue Reading at GameSpot
    #hidden #tech #that #makes #assassin039s
    The Hidden Tech That Makes Assassin's Creed Shadows Feel More Alive (And Not Require 2TB)
    Most of what happens within the video games we play is invisible to us. Even the elements we're looking straight at work because of what's happening behind the scenes. If you've ever watched a behind-the-scenes video about game development, you might've seen these versions of flat, gray game worlds filled with lines and icons pointing every which way, with multiple grids and layers. These are the visual representations of all the systems that make the game work.Assassin's Creed ShadowsThis is an especially weird dichotomy to consider when it comes to lighting in any game with a 3D perspective, but especially so in high-fidelity games. We don't see light so much as we see everything it touches; it's invisible, but it gives us most of our information about game worlds. And it's a lot more complex than "turn on lamp, room light up." Reflection, absorption, diffusion, subsurface scattering--the movement of light is a complex thing that has been explored by physicists in the real world for literally centuries, and will likely be studied for centuries more. In the middle of all of that are game designers, applying the science of light to video games in practical ways, balanced with the limitations of even today's powerful GPUs, just to show all us nerds a good time.If you've wondered why many games seem to be like static amusement parks waiting for you to interact with a few specific things, lighting is often the reason. But it's also the reason more and more game worlds look vibrant and lifelike. Game developers have gotten good at simulating static lighting, but making it move is harder. Dynamic lighting has long been computationally expensive, potentially tanking game performance, and we're finally starting to see that change.Continue Reading at GameSpot #hidden #tech #that #makes #assassin039s
    WWW.GAMESPOT.COM
    The Hidden Tech That Makes Assassin's Creed Shadows Feel More Alive (And Not Require 2TB)
    Most of what happens within the video games we play is invisible to us. Even the elements we're looking straight at work because of what's happening behind the scenes. If you've ever watched a behind-the-scenes video about game development, you might've seen these versions of flat, gray game worlds filled with lines and icons pointing every which way, with multiple grids and layers. These are the visual representations of all the systems that make the game work.Assassin's Creed ShadowsThis is an especially weird dichotomy to consider when it comes to lighting in any game with a 3D perspective, but especially so in high-fidelity games. We don't see light so much as we see everything it touches; it's invisible, but it gives us most of our information about game worlds. And it's a lot more complex than "turn on lamp, room light up." Reflection, absorption, diffusion, subsurface scattering--the movement of light is a complex thing that has been explored by physicists in the real world for literally centuries, and will likely be studied for centuries more. In the middle of all of that are game designers, applying the science of light to video games in practical ways, balanced with the limitations of even today's powerful GPUs, just to show all us nerds a good time.If you've wondered why many games seem to be like static amusement parks waiting for you to interact with a few specific things, lighting is often the reason. But it's also the reason more and more game worlds look vibrant and lifelike. Game developers have gotten good at simulating static lighting, but making it move is harder. Dynamic lighting has long been computationally expensive, potentially tanking game performance, and we're finally starting to see that change.Continue Reading at GameSpot
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  • NVIDIA Scores Consecutive Win for End-to-End Autonomous Driving Grand Challenge at CVPR

    NVIDIA was today named an Autonomous Grand Challenge winner at the Computer Vision and Pattern Recognitionconference, held this week in Nashville, Tennessee. The announcement was made at the Embodied Intelligence for Autonomous Systems on the Horizon Workshop.
    This marks the second consecutive year that NVIDIA’s topped the leaderboard in the End-to-End Driving at Scale category and the third year in a row winning an Autonomous Grand Challenge award at CVPR.
    The theme of this year’s challenge was “Towards Generalizable Embodied Systems” — based on NAVSIM v2, a data-driven, nonreactive autonomous vehiclesimulation framework.
    The challenge offered researchers the opportunity to explore ways to handle unexpected situations, beyond using only real-world human driving data, to accelerate the development of smarter, safer AVs.
    Generating Safe and Adaptive Driving Trajectories
    Participants of the challenge were tasked with generating driving trajectories from multi-sensor data in a semi-reactive simulation, where the ego vehicle’s plan is fixed at the start, but background traffic changes dynamically.
    Submissions were evaluated using the Extended Predictive Driver Model Score, which measures safety, comfort, compliance and generalization across real-world and synthetic scenarios — pushing the boundaries of robust and generalizable autonomous driving research.
    The NVIDIA AV Applied Research Team’s key innovation was the Generalized Trajectory Scoringmethod, which generates a variety of trajectories and progressively filters out the best one.
    GTRS model architecture showing a unified system for generating and scoring diverse driving trajectories using diffusion- and vocabulary-based trajectories.
    GTRS introduces a combination of coarse sets of trajectories covering a wide range of situations and fine-grained trajectories for safety-critical situations, created using a diffusion policy conditioned on the environment. GTRS then uses a transformer decoder distilled from perception-dependent metrics, focusing on safety, comfort and traffic rule compliance. This decoder progressively filters out the most promising trajectory candidates by capturing subtle but critical differences between similar trajectories.
    This system has proved to generalize well to a wide range of scenarios, achieving state-of-the-art results on challenging benchmarks and enabling robust, adaptive trajectory selection in diverse and challenging driving conditions.

    NVIDIA Automotive Research at CVPR 
    More than 60 NVIDIA papers were accepted for CVPR 2025, spanning automotive, healthcare, robotics and more.
    In automotive, NVIDIA researchers are advancing physical AI with innovation in perception, planning and data generation. This year, three NVIDIA papers were nominated for the Best Paper Award: FoundationStereo, Zero-Shot Monocular Scene Flow and Difix3D+.
    The NVIDIA papers listed below showcase breakthroughs in stereo depth estimation, monocular motion understanding, 3D reconstruction, closed-loop planning, vision-language modeling and generative simulation — all critical to building safer, more generalizable AVs:

    Diffusion Renderer: Neural Inverse and Forward Rendering With Video Diffusion ModelsFoundationStereo: Zero-Shot Stereo MatchingZero-Shot Monocular Scene Flow Estimation in the WildDifix3D+: Improving 3D Reconstructions With Single-Step Diffusion Models3DGUT: Enabling Distorted Cameras and Secondary Rays in Gaussian Splatting
    Closed-Loop Supervised Fine-Tuning of Tokenized Traffic Models
    Zero-Shot 4D Lidar Panoptic Segmentation
    NVILA: Efficient Frontier Visual Language Models
    RADIO Amplified: Improved Baselines for Agglomerative Vision Foundation Models
    OmniDrive: A Holistic Vision-Language Dataset for Autonomous Driving With Counterfactual Reasoning

    Explore automotive workshops and tutorials at CVPR, including:

    Workshop on Data-Driven Autonomous Driving Simulation, featuring Marco Pavone, senior director of AV research at NVIDIA, and Sanja Fidler, vice president of AI research at NVIDIA
    Workshop on Autonomous Driving, featuring Laura Leal-Taixe, senior research manager at NVIDIA
    Workshop on Open-World 3D Scene Understanding with Foundation Models, featuring Leal-Taixe
    Safe Artificial Intelligence for All Domains, featuring Jose Alvarez, director of AV applied research at NVIDIA
    Workshop on Foundation Models for V2X-Based Cooperative Autonomous Driving, featuring Pavone and Leal-Taixe
    Workshop on Multi-Agent Embodied Intelligent Systems Meet Generative AI Era, featuring Pavone
    LatinX in CV Workshop, featuring Leal-Taixe
    Workshop on Exploring the Next Generation of Data, featuring Alvarez
    Full-Stack, GPU-Based Acceleration of Deep Learning and Foundation Models, led by NVIDIA
    Continuous Data Cycle via Foundation Models, led by NVIDIA
    Distillation of Foundation Models for Autonomous Driving, led by NVIDIA

    Explore the NVIDIA research papers to be presented at CVPR and watch the NVIDIA GTC Paris keynote from NVIDIA founder and CEO Jensen Huang.
    Learn more about NVIDIA Research, a global team of hundreds of scientists and engineers focused on topics including AI, computer graphics, computer vision, self-driving cars and robotics.
    The featured image above shows how an autonomous vehicle adapts its trajectory to navigate an urban environment with dynamic traffic using the GTRS model.
    #nvidia #scores #consecutive #win #endtoend
    NVIDIA Scores Consecutive Win for End-to-End Autonomous Driving Grand Challenge at CVPR
    NVIDIA was today named an Autonomous Grand Challenge winner at the Computer Vision and Pattern Recognitionconference, held this week in Nashville, Tennessee. The announcement was made at the Embodied Intelligence for Autonomous Systems on the Horizon Workshop. This marks the second consecutive year that NVIDIA’s topped the leaderboard in the End-to-End Driving at Scale category and the third year in a row winning an Autonomous Grand Challenge award at CVPR. The theme of this year’s challenge was “Towards Generalizable Embodied Systems” — based on NAVSIM v2, a data-driven, nonreactive autonomous vehiclesimulation framework. The challenge offered researchers the opportunity to explore ways to handle unexpected situations, beyond using only real-world human driving data, to accelerate the development of smarter, safer AVs. Generating Safe and Adaptive Driving Trajectories Participants of the challenge were tasked with generating driving trajectories from multi-sensor data in a semi-reactive simulation, where the ego vehicle’s plan is fixed at the start, but background traffic changes dynamically. Submissions were evaluated using the Extended Predictive Driver Model Score, which measures safety, comfort, compliance and generalization across real-world and synthetic scenarios — pushing the boundaries of robust and generalizable autonomous driving research. The NVIDIA AV Applied Research Team’s key innovation was the Generalized Trajectory Scoringmethod, which generates a variety of trajectories and progressively filters out the best one. GTRS model architecture showing a unified system for generating and scoring diverse driving trajectories using diffusion- and vocabulary-based trajectories. GTRS introduces a combination of coarse sets of trajectories covering a wide range of situations and fine-grained trajectories for safety-critical situations, created using a diffusion policy conditioned on the environment. GTRS then uses a transformer decoder distilled from perception-dependent metrics, focusing on safety, comfort and traffic rule compliance. This decoder progressively filters out the most promising trajectory candidates by capturing subtle but critical differences between similar trajectories. This system has proved to generalize well to a wide range of scenarios, achieving state-of-the-art results on challenging benchmarks and enabling robust, adaptive trajectory selection in diverse and challenging driving conditions. NVIDIA Automotive Research at CVPR  More than 60 NVIDIA papers were accepted for CVPR 2025, spanning automotive, healthcare, robotics and more. In automotive, NVIDIA researchers are advancing physical AI with innovation in perception, planning and data generation. This year, three NVIDIA papers were nominated for the Best Paper Award: FoundationStereo, Zero-Shot Monocular Scene Flow and Difix3D+. The NVIDIA papers listed below showcase breakthroughs in stereo depth estimation, monocular motion understanding, 3D reconstruction, closed-loop planning, vision-language modeling and generative simulation — all critical to building safer, more generalizable AVs: Diffusion Renderer: Neural Inverse and Forward Rendering With Video Diffusion ModelsFoundationStereo: Zero-Shot Stereo MatchingZero-Shot Monocular Scene Flow Estimation in the WildDifix3D+: Improving 3D Reconstructions With Single-Step Diffusion Models3DGUT: Enabling Distorted Cameras and Secondary Rays in Gaussian Splatting Closed-Loop Supervised Fine-Tuning of Tokenized Traffic Models Zero-Shot 4D Lidar Panoptic Segmentation NVILA: Efficient Frontier Visual Language Models RADIO Amplified: Improved Baselines for Agglomerative Vision Foundation Models OmniDrive: A Holistic Vision-Language Dataset for Autonomous Driving With Counterfactual Reasoning Explore automotive workshops and tutorials at CVPR, including: Workshop on Data-Driven Autonomous Driving Simulation, featuring Marco Pavone, senior director of AV research at NVIDIA, and Sanja Fidler, vice president of AI research at NVIDIA Workshop on Autonomous Driving, featuring Laura Leal-Taixe, senior research manager at NVIDIA Workshop on Open-World 3D Scene Understanding with Foundation Models, featuring Leal-Taixe Safe Artificial Intelligence for All Domains, featuring Jose Alvarez, director of AV applied research at NVIDIA Workshop on Foundation Models for V2X-Based Cooperative Autonomous Driving, featuring Pavone and Leal-Taixe Workshop on Multi-Agent Embodied Intelligent Systems Meet Generative AI Era, featuring Pavone LatinX in CV Workshop, featuring Leal-Taixe Workshop on Exploring the Next Generation of Data, featuring Alvarez Full-Stack, GPU-Based Acceleration of Deep Learning and Foundation Models, led by NVIDIA Continuous Data Cycle via Foundation Models, led by NVIDIA Distillation of Foundation Models for Autonomous Driving, led by NVIDIA Explore the NVIDIA research papers to be presented at CVPR and watch the NVIDIA GTC Paris keynote from NVIDIA founder and CEO Jensen Huang. Learn more about NVIDIA Research, a global team of hundreds of scientists and engineers focused on topics including AI, computer graphics, computer vision, self-driving cars and robotics. The featured image above shows how an autonomous vehicle adapts its trajectory to navigate an urban environment with dynamic traffic using the GTRS model. #nvidia #scores #consecutive #win #endtoend
    BLOGS.NVIDIA.COM
    NVIDIA Scores Consecutive Win for End-to-End Autonomous Driving Grand Challenge at CVPR
    NVIDIA was today named an Autonomous Grand Challenge winner at the Computer Vision and Pattern Recognition (CVPR) conference, held this week in Nashville, Tennessee. The announcement was made at the Embodied Intelligence for Autonomous Systems on the Horizon Workshop. This marks the second consecutive year that NVIDIA’s topped the leaderboard in the End-to-End Driving at Scale category and the third year in a row winning an Autonomous Grand Challenge award at CVPR. The theme of this year’s challenge was “Towards Generalizable Embodied Systems” — based on NAVSIM v2, a data-driven, nonreactive autonomous vehicle (AV) simulation framework. The challenge offered researchers the opportunity to explore ways to handle unexpected situations, beyond using only real-world human driving data, to accelerate the development of smarter, safer AVs. Generating Safe and Adaptive Driving Trajectories Participants of the challenge were tasked with generating driving trajectories from multi-sensor data in a semi-reactive simulation, where the ego vehicle’s plan is fixed at the start, but background traffic changes dynamically. Submissions were evaluated using the Extended Predictive Driver Model Score, which measures safety, comfort, compliance and generalization across real-world and synthetic scenarios — pushing the boundaries of robust and generalizable autonomous driving research. The NVIDIA AV Applied Research Team’s key innovation was the Generalized Trajectory Scoring (GTRS) method, which generates a variety of trajectories and progressively filters out the best one. GTRS model architecture showing a unified system for generating and scoring diverse driving trajectories using diffusion- and vocabulary-based trajectories. GTRS introduces a combination of coarse sets of trajectories covering a wide range of situations and fine-grained trajectories for safety-critical situations, created using a diffusion policy conditioned on the environment. GTRS then uses a transformer decoder distilled from perception-dependent metrics, focusing on safety, comfort and traffic rule compliance. This decoder progressively filters out the most promising trajectory candidates by capturing subtle but critical differences between similar trajectories. This system has proved to generalize well to a wide range of scenarios, achieving state-of-the-art results on challenging benchmarks and enabling robust, adaptive trajectory selection in diverse and challenging driving conditions. NVIDIA Automotive Research at CVPR  More than 60 NVIDIA papers were accepted for CVPR 2025, spanning automotive, healthcare, robotics and more. In automotive, NVIDIA researchers are advancing physical AI with innovation in perception, planning and data generation. This year, three NVIDIA papers were nominated for the Best Paper Award: FoundationStereo, Zero-Shot Monocular Scene Flow and Difix3D+. The NVIDIA papers listed below showcase breakthroughs in stereo depth estimation, monocular motion understanding, 3D reconstruction, closed-loop planning, vision-language modeling and generative simulation — all critical to building safer, more generalizable AVs: Diffusion Renderer: Neural Inverse and Forward Rendering With Video Diffusion Models (Read more in this blog.) FoundationStereo: Zero-Shot Stereo Matching (Best Paper nominee) Zero-Shot Monocular Scene Flow Estimation in the Wild (Best Paper nominee) Difix3D+: Improving 3D Reconstructions With Single-Step Diffusion Models (Best Paper nominee) 3DGUT: Enabling Distorted Cameras and Secondary Rays in Gaussian Splatting Closed-Loop Supervised Fine-Tuning of Tokenized Traffic Models Zero-Shot 4D Lidar Panoptic Segmentation NVILA: Efficient Frontier Visual Language Models RADIO Amplified: Improved Baselines for Agglomerative Vision Foundation Models OmniDrive: A Holistic Vision-Language Dataset for Autonomous Driving With Counterfactual Reasoning Explore automotive workshops and tutorials at CVPR, including: Workshop on Data-Driven Autonomous Driving Simulation, featuring Marco Pavone, senior director of AV research at NVIDIA, and Sanja Fidler, vice president of AI research at NVIDIA Workshop on Autonomous Driving, featuring Laura Leal-Taixe, senior research manager at NVIDIA Workshop on Open-World 3D Scene Understanding with Foundation Models, featuring Leal-Taixe Safe Artificial Intelligence for All Domains, featuring Jose Alvarez, director of AV applied research at NVIDIA Workshop on Foundation Models for V2X-Based Cooperative Autonomous Driving, featuring Pavone and Leal-Taixe Workshop on Multi-Agent Embodied Intelligent Systems Meet Generative AI Era, featuring Pavone LatinX in CV Workshop, featuring Leal-Taixe Workshop on Exploring the Next Generation of Data, featuring Alvarez Full-Stack, GPU-Based Acceleration of Deep Learning and Foundation Models, led by NVIDIA Continuous Data Cycle via Foundation Models, led by NVIDIA Distillation of Foundation Models for Autonomous Driving, led by NVIDIA Explore the NVIDIA research papers to be presented at CVPR and watch the NVIDIA GTC Paris keynote from NVIDIA founder and CEO Jensen Huang. Learn more about NVIDIA Research, a global team of hundreds of scientists and engineers focused on topics including AI, computer graphics, computer vision, self-driving cars and robotics. The featured image above shows how an autonomous vehicle adapts its trajectory to navigate an urban environment with dynamic traffic using the GTRS model.
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