Sharing how I built the LongCat-Video-Avatar 1.5 Space (+500k views on X) in one agent session. Gave a coding agent its own AI lab on ZeroGPU, framed the goal, walked away. It designed, deployed, tested against the live API, fixed, shipped.
Turns out : if we predict 🌏 earth we can save a lot of time looking for interesting things and less time looking at things that we expect to see.
Sentinel-2 imagery 🛰️basically takes a long time to download towards earth. so our "near real time" systems are quite far from that in practical terms.
meanwhile , if we "predict" what we will see , based on what we do see , we can send down much less data in a timely way , and prioritize 📡earth-bound response .
I'm talking about illegal fishing , logging , mining or building in nature reserves , the more of that we predict early the more we're able to stop it on time.
since everyone liked my previous announcement post ( https://huggingface.co/posts/Tonic/338509028435394 ) so much , i'm back with more high quality proceedural datasets in the Geospacial domain for SFT training !
I think we have it: our open source Claude Code = GLM-5.1 + Pi (https://pi.dev/) - Built a Three.js racing game to eval and it's extremely impressive. Thoughts:
- One-shot car physics with real drift mechanics (this is hard)
- My fav part: Awesome at self iterating (with no vision!) created 20+ Bun.WebView debugging tools to drive the car programmatically and read game state. Proved a winding bug with vector math without ever seeing the screen
- 531-line racing AI in a single write: 4 personalities, curvature map, racing lines, tactical drifting. Built telemetry tools to compare player vs AI speed curves and data-tuned parameters
- All assets from scratch: 3D models, procedural textures, sky shader, engine sounds, spatial AI audio!
- Can do hard math: proved road normals pointed DOWN via vector cross products, computed track curvature normalized by arc length to tune AI cornering speed
You are going to hear about this model a lot in the next months - open source let's go - and thanks z-ai🚀🚀
I’ve been working on a new mathematical approach to real-time video compositing and background removal, and I wanted to share a live demo.
Traditionally, real-time keyers either use 3D color-space bounding boxes (which struggle with semi-transparent hair and motion blur) or heavy Machine Learning models (which require massive GPU compute and often suffer from temporal "jitter" on the edges).
I wanted to see if I could solve this using purely deterministic math so it could run client-side in a standard browser.
The engine uses a custom mathematical framework I call CMT SRL SEFA. Instead of looking at raw color values or guessing semantics like an AI, it treats the video feed as complex-encoded sequences. It uses harmonic frequencies to map phase geometry and applies a "Stability Cost Function" to find the global minimum stability. In short: it isolates the foreground from the background by measuring signal complexity and structural contradictions.
Give it a try using your own messy plates and such. As I am not a VFX artist, I am curious to hear thoughts and what should be improved upon and made better