Vikas Dwivedi, Balaji Srinivasan, Monica Sigovan, Bruno Sixou
Neural-network-based PDE solvers require architectural choices, particularly the number of layers and neurons per layer. Fixing a single Gaussian radial basis function (RBF) feature layer and taking the number of features to the continuum limit removes the need to prescribe a finite feature count or select individual feature centers, thereby reducing representation arbitrariness. Motivated by this principle, we introduce Continuum-Feature Kernel Solver (CFKS), a deterministic framework for PDEs obtained by analytically marginalizing a bounded continuum of Gaussian RBF features. CFKS works directly with the resulting continuum-feature mean kernel and its operator-applied counterparts, parameterized by prescribed Gaussian widths and bounded center distributions. For linear PDEs, CFKS leads to symmetric operator-kernel collocation systems with null-space enforcement of physical constraints. Nonlinear PDEs are addressed through linearized initialization and nonlinear least-squares residual minimization using analytical kernel derivatives and Jacobians. Residual-guided collocation enrichment and sequential space--time-slab marching provide additional resolution strategies, while prescribed multiscale kernel refinement helps resolve localized nonlinear structures. Finite-feature experiments confirm convergence of empirical value and operator Gram matrices toward their continuum counterparts. Numerical studies include oscillatory and multiscale ODEs, irregular-domain Poisson and biharmonic problems, singular perturbations, transient transport equations, and viscous Burgers' equation. The results establish CFKS as a direct computational connection between finite Gaussian-RBF representations and continuum-feature kernel PDE solvers. Codes: https://github.com/vikas-dwivedi-2022/CFKS_Codes
LOL-v1 and LOLv2-Real are the standard benchmarks for supervised low-light image enhancement, and several leading methods ship hand-set test-time adjustments with their evaluation scripts. We audit both benchmarks with 18 public checkpoints of eight methods under one metric implementation that reproduces every published number to within 0.09 dB, and find that their test labels differ from their training labels. (i) The 15 LOL-v1 test labels are rendered differently: the same captures appear in LOLv2 with labels of identical luminance but 1.48x lower saturation, and LOL-v1's own training labels match the LOLv2 rendering; we confirm this on the official release. (ii) The LOLv2-Real test set is the contiguous block of images 690-789, whose labels are 14% darker than the training labels (Cliff's delta = -0.45, p < 1e-12) with no comparable shift in the input statistics we examined; methods trained without any labels score up to 5.5 dB higher on test than on train. (iii) All 15 LOL-v1 test inputs reappear in LOLv2-Real, 12 in its training set. The released test-time settings are consistent with compensating for these shifts. Separating what can be calibrated on training data from what only test-set tuning finds, the test-only residual has median 0.00 dB on LOLv2-Syn, which has no shift, but 0.37 dB on LOL-v1 and 0.92 dB on LOLv2-Real (up to 3.9 dB). Under the shift, test-set checkpoint selection inflates a from-scratch model by 0.9-2.0 dB, and removing the released settings changes which method ranks first. We give concrete reporting recommendations.
We introduce Nemotron 3.5 Super and Nemotron 3.5 Lightning, open and efficient Mixture-of-Experts Hybrid Mamba-Transformer models designed for reasoning, long-context understanding, and agentic workloads. Super is a 120B-parameter, 12B-active multimodal model, while Lightning is a smaller 30B-parameter, 3B-active text model; both designed for efficient deployment. Both models combine large-scale distillation, long-context training, and native speculative decoding, while Super further incorporates Indic continued pretraining and agentic software-engineering mid-training. We develop a comprehensive post-training pipeline spanning supervised fine-tuning and reinforcement learning (RLVR and RLHF), complemented in Super by specialized teacher training and multi- teacher on-policy distillation (MOPD). This transforms Super from a text-only base model into a multimodal agent capable of reasoning over text, images, video, and interactive tool environments. We further explore test-time scaling through parallel agent execution and self-verification. Across training and deployment, we jointly optimize capability and efficiency. Indic continued pretraining improves Indian-language benchmarks by up to 9.82 percentage points, while agentic mid-training strengthens software-engineering capabilities and robustness across agent harnesses. The post-trained Super model achieves 51.78% on SWE-bench Pro, surpassing Nemotron 3 Ultra despite using approximately 4.6x fewer active parameters. Post-training MTP boosting improves speculative- decoding acceptance length by up to 21.8% under probabilistic draft sampling, while NVFP4 quantization achieves 99.62% median accuracy recovery relative to BF16. Inference optimizations enable up to 4,856 output tokens/s/GPU on GB200 while sustaining at least 50 tokens/s/user.
Jeremy A. Collins, Seungjae Lee, Rachanon Wachakorn, Krishnan Srinivasan, Animesh Garg, Vitor Campagnolo Guizilini, Paarth Shah
Pretrained video generation models encode rich priors about physical interactions, but leveraging them for robot control typically requires either resource-intensive video generation at test time or action heads trained from scratch that do not fully utilize the pretrained backbone. We introduce Tokenizing Actions as Video Patches in a Shared Transformer Policy (TAPESTRY), a world action model that repurposes a pretrained video diffusion transformer into a robotic policy without requiring video generation at inference. Our key idea is to treat robot actions as single-patch tokens in the video model's latent space. A lightweight linear projection maps each action timestep to the patch dimensions of the pretrained VAE, and the resulting tokens are processed by the same patchifying layers and transformer backbone used for video. The shared backbone is optimized through three diffusion objectives sampled per minibatch element: Video diffusion uses VAE latents from robot and human videos to establish dynamics priors. Joint video+action diffusion trains on robot demonstrations using a coupled diffusion timestep and an asymmetric attention mask. Action-only diffusion denoises actions conditioned on clean image latents. At test time, the model generates a compact action token sequence in a single DDIM step from pure noise, producing smooth action chunks at 84 ms per action chunk on consumer hardware and avoiding the cost of full video generation. Across simulation benchmarks and real-robot experiments, TAPESTRY achieves strong performance with substantially lower inference cost than comparable joint video--action policies. More information can be found at https://tapestry-wam.github.io.
Feed-forward 3D reconstruction models such as VGGT regress cameras and geometry in a single forward pass, but they report no uncertainty for the camera poses they predict: an incorrect relative pose looks no different from a correct one. We ask whether the frozen model nonetheless knows when its pose is wrong. On HardMatch, a benchmark of 1,000 deliberately difficult image pairs on which VGGT fails on 35% of pairs, a linear probe on VGGT's frozen features predicts pose failure on held-out categories with ROC-AUC 93.5%, compared with 79.7% for VGGT's own point-map confidence and 77.7% for a classifier trained on all of VGGT's outputs. The probe catches failures VGGT is confident about, lets a downstream system abstain on the pairs it distrusts, and transfers without retraining to rotation failures on PhotoTourism and ScanNet-1500, beyond what co-visibility explains. This knowledge is absent from the per-image encoder: it is computed partway through the layers that fuse the two views, and the same holds for a second model, $π^3$. In essence, we find that VGGT knows more about its own failures than it reports.
The growing computational power of modern GPU data centers has let a few industrial giants train and deploy large language models (LLMs) on massive amounts of data. Yet the sheer scale of these models and their training data makes centralized development increasingly hard to sustain, and at the same time shuts out smaller institutions that hold relevant private data but lack comparable infrastructure. In this paper, we organize our positions on distributed LLM training around the pretraining and fine-tuning paradigms, covering federated learning, split learning, and decentralized approaches, and we assess their readiness for geo-distributed settings with heterogeneous hardware and unreliable connectivity. We then present a {\em unified} system architecture built around a cloud-hosted parameter server that coordinates heterogeneous clients over outbound gRPC connections, reusing one communication, compression, and fault-tolerance stack for both pretraining and a family of fine-tuning methods. We validate the design with real geo-distributed experiments on GPT-2 Medium and Llama3-1B pretraining across multiple university sites, showing stable convergence under realistic conditions. Finally, we chart the road ahead, identifying open problems that span frontier model support, elastic fault tolerance, adaptive compression, federated alignment, privacy and trust, incentive design, and system--algorithm co-design, all of which must be addressed to make democratized LLM training a reality.
AI 速览:作者报告,经过恰当提示并配备合适工具后,现代LLM能为几乎任意提示稳健生成高质量定制界面,人类偏好显著超过标准markdown输出。
AI models excel at creating content, but typically render it with static, predefined interfaces. Specifically, the output of LLMs is often a markdown "wall of text". Generative UI is a long standing promise, where the model generates not just the content, but the interface itself. Until now, Generative UI was not possible in a robust fashion. We demonstrate that when properly prompted and equipped with the right set of tools, a modern LLM can robustly produce high quality custom UIs for virtually any prompt. When ignoring generation speed, results generated by our implementation are overwhelmingly preferred by humans over the standard LLM markdown output. In fact, while the results generated by our implementation are worse than those crafted by human experts, they are at least comparable in 50% of cases. We show that this ability for robust Generative UI is emergent, with substantial improvements from previous models. We also create and release PAGEN, a novel dataset of expert-crafted results to aid in evaluating Generative UI implementations, as well as the results of our system for future comparisons. Interactive examples can be seen at https://generativeui.github.io