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Oct 23

LongLive: Real-time Interactive Long Video Generation

We present LongLive, a frame-level autoregressive (AR) framework for real-time and interactive long video generation. Long video generation presents challenges in both efficiency and quality. Diffusion and Diffusion-Forcing models can produce high-quality videos but suffer from low efficiency due to bidirectional attention. Causal attention AR models support KV caching for faster inference, but often degrade in quality on long videos due to memory challenges during long-video training. In addition, beyond static prompt-based generation, interactive capabilities, such as streaming prompt inputs, are critical for dynamic content creation, enabling users to guide narratives in real time. This interactive requirement significantly increases complexity, especially in ensuring visual consistency and semantic coherence during prompt transitions. To address these challenges, LongLive adopts a causal, frame-level AR design that integrates a KV-recache mechanism that refreshes cached states with new prompts for smooth, adherent switches; streaming long tuning to enable long video training and to align training and inference (train-long-test-long); and short window attention paired with a frame-level attention sink, shorten as frame sink, preserving long-range consistency while enabling faster generation. With these key designs, LongLive fine-tunes a 1.3B-parameter short-clip model to minute-long generation in just 32 GPU-days. At inference, LongLive sustains 20.7 FPS on a single NVIDIA H100, achieves strong performance on VBench in both short and long videos. LongLive supports up to 240-second videos on a single H100 GPU. LongLive further supports INT8-quantized inference with only marginal quality loss.

nvidia NVIDIA
·
Sep 26 2

Fast-dLLM v2: Efficient Block-Diffusion LLM

Autoregressive (AR) large language models (LLMs) have achieved remarkable performance across a wide range of natural language tasks, yet their inherent sequential decoding limits inference efficiency. In this work, we propose Fast-dLLM v2, a carefully designed block diffusion language model (dLLM) that efficiently adapts pretrained AR models into dLLMs for parallel text generation, requiring only approximately 1B tokens of fine-tuning. This represents a 500x reduction in training data compared to full-attention diffusion LLMs such as Dream (580B tokens), while preserving the original model's performance. Our approach introduces a novel training recipe that combines a block diffusion mechanism with a complementary attention mask, enabling blockwise bidirectional context modeling without sacrificing AR training objectives. To further accelerate decoding, we design a hierarchical caching mechanism: a block-level cache that stores historical context representations across blocks, and a sub-block cache that enables efficient parallel generation within partially decoded blocks. Coupled with our parallel decoding pipeline, Fast-dLLM v2 achieves up to 2.5x speedup over standard AR decoding without compromising generation quality. Extensive experiments across diverse benchmarks demonstrate that Fast-dLLM v2 matches or surpasses AR baselines in accuracy, while delivering state-of-the-art efficiency among dLLMs - marking a significant step toward the practical deployment of fast and accurate LLMs. Code and model will be publicly released.

nvidia NVIDIA
·
Sep 30 7

SANA-Video: Efficient Video Generation with Block Linear Diffusion Transformer

We introduce SANA-Video, a small diffusion model that can efficiently generate videos up to 720x1280 resolution and minute-length duration. SANA-Video synthesizes high-resolution, high-quality and long videos with strong text-video alignment at a remarkably fast speed, deployable on RTX 5090 GPU. Two core designs ensure our efficient, effective and long video generation: (1) Linear DiT: We leverage linear attention as the core operation, which is more efficient than vanilla attention given the large number of tokens processed in video generation. (2) Constant-Memory KV cache for Block Linear Attention: we design block-wise autoregressive approach for long video generation by employing a constant-memory state, derived from the cumulative properties of linear attention. This KV cache provides the Linear DiT with global context at a fixed memory cost, eliminating the need for a traditional KV cache and enabling efficient, minute-long video generation. In addition, we explore effective data filters and model training strategies, narrowing the training cost to 12 days on 64 H100 GPUs, which is only 1% of the cost of MovieGen. Given its low cost, SANA-Video achieves competitive performance compared to modern state-of-the-art small diffusion models (e.g., Wan 2.1-1.3B and SkyReel-V2-1.3B) while being 16x faster in measured latency. Moreover, SANA-Video can be deployed on RTX 5090 GPUs with NVFP4 precision, accelerating the inference speed of generating a 5-second 720p video from 71s to 29s (2.4x speedup). In summary, SANA-Video enables low-cost, high-quality video generation.

nvidia NVIDIA
·
Sep 29 2

RLP: Reinforcement as a Pretraining Objective

The dominant paradigm for training large reasoning models starts with pre-training using next-token prediction loss on vast amounts of data. Reinforcement learning, while powerful in scaling reasoning, is introduced only as the very last phase of post-training, preceded by supervised fine-tuning. While dominant, is this an optimal way of training? In this paper, we present RLP, an information-driven reinforcement pretraining objective, that brings the core spirit of reinforcement learning -- exploration -- to the last phase of pretraining. The key idea is to treat chain-of-thought as an exploratory action, with rewards computed based on the information gain it provides for predicting future tokens. This training objective essentially encourages the model to think for itself before predicting what comes next, thus teaching an independent thinking behavior earlier in the pretraining. More concretely, the reward signal measures the increase in log-likelihood of the next token when conditioning on both context and a sampled reasoning chain, compared to conditioning on context alone. This approach yields a verifier-free dense reward signal, allowing for efficient training for the full document stream during pretraining. Specifically, RLP reframes reinforcement learning for reasoning as a pretraining objective on ordinary text, bridging the gap between next-token prediction and the emergence of useful chain-of-thought reasoning. Pretraining with RLP on Qwen3-1.7B-Base lifts the overall average across an eight-benchmark math-and-science suite by 19%. With identical post-training, the gains compound, with the largest improvements on reasoning-heavy tasks such as AIME25 and MMLU-Pro. Applying RLP to the hybrid Nemotron-Nano-12B-v2 increases the overall average from 42.81% to 61.32% and raises the average on scientific reasoning by 23%, demonstrating scalability across architectures and model sizes.

nvidia NVIDIA
·
Sep 26 4

Front-Loading Reasoning: The Synergy between Pretraining and Post-Training Data

The prevailing paradigm for enhancing the reasoning abilities of LLMs revolves around post-training on high-quality, reasoning-intensive data. While emerging literature suggests that reasoning data is increasingly incorporated also during the mid-training stage-a practice that is relatively more proprietary and less openly characterized-the role of such data in pretraining remains unclear. In particular, due to the opaqueness of pretraining corpora in most frontier models, the effect of reasoning data introduced at different phases of pre- and/or post-training is relatively less reported in the scientific literature. This raises several important questions: Is adding reasoning data earlier during pretraining any better than introducing it during post-training? Could earlier inclusion risk overfitting and harm generalization, or instead establish durable foundations that later fine-tuning cannot recover? We conduct the first systematic study of how reasoning data-varying in scale, diversity, and quality-affects LLM performance when introduced at different stages of training. We find that front-loading reasoning data into pretraining is critical (19% avg gain), establishing foundational capabilities that cannot be fully replicated by later-stage SFT, even with more data. We uncover an asymmetric principle for optimal data allocation: pretraining benefits most from broad diversity in reasoning patterns (11% avg gain), while SFT is more sensitive to data quality (15% avg gain). We show that high-quality pretraining data has latent effects, activated only after SFT, and that naively scaling SFT data can be detrimental, washing away the benefits of early reasoning injection. Our results challenge the conventional separation of language modeling and reasoning, providing a principled guide for strategically allocating data across the entire training pipeline to build more capable models.

nvidia NVIDIA
·
Sep 26 4

BroRL: Scaling Reinforcement Learning via Broadened Exploration

Reinforcement Learning with Verifiable Rewards (RLVR) has emerged as a key ingredient for unlocking complex reasoning capabilities in large language models. Recent work ProRL has shown promise in scaling RL by increasing the number of training steps. However, performance plateaus after thousands of steps, with clear diminishing returns from allocating more computation to additional training. In this work, we investigate a complementary paradigm for scaling RL, BroR-Lincreasing the number of rollouts per example to hundreds to exhaustively Broaden exploration, which yields continuous performance gains beyond the saturation point observed in ProRL when scaling the number of training steps. Our approach is motivated by a mass balance equation analysis allowing us to characterize the rate of change in probability mass for correct and incorrect tokens during the reinforcement process. We show that under a one-step RL assumption, sampled rollout tokens always contribute to correct-mass expansion, while unsampled tokens outside rollouts may lead to gains or losses depending on their distribution and the net reward balance. Importantly, as the number of rollouts per example N increases, the effect of unsampled terms diminishes, ensuring overall correct-mass expansion. To validate our theoretical analysis, we conduct simulations under more relaxed conditions and find that a sufficiently large rollout size N-corresponding to ample exploration-guarantees an increase in the probability mass of all correct tokens. Empirically, BroRL revives models saturated after 3K ProRL training steps and demonstrates robust, continuous improvement, achieving state-of-the-art results for the 1.5B model across diverse benchmarks.

nvidia NVIDIA
·
Oct 1 2

Pretraining Large Language Models with NVFP4

Large Language Models (LLMs) today are powerful problem solvers across many domains, and they continue to get stronger as they scale in model size, training set size, and training set quality, as shown by extensive research and experimentation across the industry. Training a frontier model today requires on the order of tens to hundreds of yottaflops, which is a massive investment of time, compute, and energy. Improving pretraining efficiency is therefore essential to enable the next generation of even more capable LLMs. While 8-bit floating point (FP8) training is now widely adopted, transitioning to even narrower precision, such as 4-bit floating point (FP4), could unlock additional improvements in computational speed and resource utilization. However, quantization at this level poses challenges to training stability, convergence, and implementation, notably for large-scale models trained on long token horizons. In this study, we introduce a novel approach for stable and accurate training of large language models (LLMs) using the NVFP4 format. Our method integrates Random Hadamard transforms (RHT) to bound block-level outliers, employs a two-dimensional quantization scheme for consistent representations across both the forward and backward passes, utilizes stochastic rounding for unbiased gradient estimation, and incorporates selective high-precision layers. We validate our approach by training a 12-billion-parameter model on 10 trillion tokens -- the longest publicly documented training run in 4-bit precision to date. Our results show that the model trained with our NVFP4-based pretraining technique achieves training loss and downstream task accuracies comparable to an FP8 baseline. These findings highlight that NVFP4, when combined with our training approach, represents a major step forward in narrow-precision LLM training algorithms.

nvidia NVIDIA
·
Sep 29 2

ChronoEdit: Towards Temporal Reasoning for Image Editing and World Simulation

Recent advances in large generative models have significantly advanced image editing and in-context image generation, yet a critical gap remains in ensuring physical consistency, where edited objects must remain coherent. This capability is especially vital for world simulation related tasks. In this paper, we present ChronoEdit, a framework that reframes image editing as a video generation problem. First, ChronoEdit treats the input and edited images as the first and last frames of a video, allowing it to leverage large pretrained video generative models that capture not only object appearance but also the implicit physics of motion and interaction through learned temporal consistency. Second, ChronoEdit introduces a temporal reasoning stage that explicitly performs editing at inference time. Under this setting, the target frame is jointly denoised with reasoning tokens to imagine a plausible editing trajectory that constrains the solution space to physically viable transformations. The reasoning tokens are then dropped after a few steps to avoid the high computational cost of rendering a full video. To validate ChronoEdit, we introduce PBench-Edit, a new benchmark of image-prompt pairs for contexts that require physical consistency, and demonstrate that ChronoEdit surpasses state-of-the-art baselines in both visual fidelity and physical plausibility. Code and models for both the 14B and 2B variants of ChronoEdit will be released on the project page: https://research.nvidia.com/labs/toronto-ai/chronoedit

nvidia NVIDIA
·
Oct 5 2

DC-Gen: Post-Training Diffusion Acceleration with Deeply Compressed Latent Space

Existing text-to-image diffusion models excel at generating high-quality images, but face significant efficiency challenges when scaled to high resolutions, like 4K image generation. While previous research accelerates diffusion models in various aspects, it seldom handles the inherent redundancy within the latent space. To bridge this gap, this paper introduces DC-Gen, a general framework that accelerates text-to-image diffusion models by leveraging a deeply compressed latent space. Rather than a costly training-from-scratch approach, DC-Gen uses an efficient post-training pipeline to preserve the quality of the base model. A key challenge in this paradigm is the representation gap between the base model's latent space and a deeply compressed latent space, which can lead to instability during direct fine-tuning. To overcome this, DC-Gen first bridges the representation gap with a lightweight embedding alignment training. Once the latent embeddings are aligned, only a small amount of LoRA fine-tuning is needed to unlock the base model's inherent generation quality. We verify DC-Gen's effectiveness on SANA and FLUX.1-Krea. The resulting DC-Gen-SANA and DC-Gen-FLUX models achieve quality comparable to their base models but with a significant speedup. Specifically, DC-Gen-FLUX reduces the latency of 4K image generation by 53x on the NVIDIA H100 GPU. When combined with NVFP4 SVDQuant, DC-Gen-FLUX generates a 4K image in just 3.5 seconds on a single NVIDIA 5090 GPU, achieving a total latency reduction of 138x compared to the base FLUX.1-Krea model. Code: https://github.com/dc-ai-projects/DC-Gen.

nvidia NVIDIA
·
Sep 29 2

RLBFF: Binary Flexible Feedback to bridge between Human Feedback & Verifiable Rewards

Reinforcement Learning with Human Feedback (RLHF) and Reinforcement Learning with Verifiable Rewards (RLVR) are the main RL paradigms used in LLM post-training, each offering distinct advantages. However, RLHF struggles with interpretability and reward hacking because it relies on human judgments that usually lack explicit criteria, whereas RLVR is limited in scope by its focus on correctness-based verifiers. We propose Reinforcement Learning with Binary Flexible Feedback (RLBFF), which combines the versatility of human-driven preferences with the precision of rule-based verification, enabling reward models to capture nuanced aspects of response quality beyond mere correctness. RLBFF extracts principles that can be answered in a binary fashion (e.g. accuracy of information: yes, or code readability: no) from natural language feedback. Such principles can then be used to ground Reward Model training as an entailment task (response satisfies or does not satisfy an arbitrary principle). We show that Reward Models trained in this manner can outperform Bradley-Terry models when matched for data and achieve top performance on RM-Bench (86.2%) and JudgeBench (81.4%, #1 on leaderboard as of September 24, 2025). Additionally, users can specify principles of interest at inference time to customize the focus of our reward models, in contrast to Bradley-Terry models. Finally, we present a fully open source recipe (including data) to align Qwen3-32B using RLBFF and our Reward Model, to match or exceed the performance of o3-mini and DeepSeek R1 on general alignment benchmarks of MT-Bench, WildBench, and Arena Hard v2 (at <5% of the inference cost).

nvidia NVIDIA
·
Sep 25 2

Analyzing Modern NVIDIA GPU cores

GPUs are the most popular platform for accelerating HPC workloads, such as artificial intelligence and science simulations. However, most microarchitectural research in academia relies on GPU core pipeline designs based on architectures that are more than 15 years old. This paper reverse engineers modern NVIDIA GPU cores, unveiling many key aspects of its design and explaining how GPUs leverage hardware-compiler techniques where the compiler guides hardware during execution. In particular, it reveals how the issue logic works including the policy of the issue scheduler, the structure of the register file and its associated cache, and multiple features of the memory pipeline. Moreover, it analyses how a simple instruction prefetcher based on a stream buffer fits well with modern NVIDIA GPUs and is likely to be used. Furthermore, we investigate the impact of the register file cache and the number of register file read ports on both simulation accuracy and performance. By modeling all these new discovered microarchitectural details, we achieve 18.24% lower mean absolute percentage error (MAPE) in execution cycles than previous state-of-the-art simulators, resulting in an average of 13.98% MAPE with respect to real hardware (NVIDIA RTX A6000). Also, we demonstrate that this new model stands for other NVIDIA architectures, such as Turing. Finally, we show that the software-based dependence management mechanism included in modern NVIDIA GPUs outperforms a hardware mechanism based on scoreboards in terms of performance and area.

  • 4 authors
·
Mar 26

Understanding GEMM Performance and Energy on NVIDIA Ada Lovelace: A Machine Learning-Based Analytical Approach

Analytical framework for predicting General Matrix Multiplication (GEMM) performance on modern GPUs, focusing on runtime, power consumption, and energy efficiency. Our study employs two approaches: a custom-implemented tiled matrix multiplication kernel for fundamental analysis, and NVIDIA's CUTLASS library for comprehensive performance data collection across advanced configurations. Using the NVIDIA RTX 4070 as our experimental platform, we developed a Random Forest-based prediction model with multi-output regression capability. Through analysis of both naive tiled matrix multiplication with varying tile sizes (1 to 32) and 16,128 CUTLASS GEMM operations across diverse configurations, we identified critical performance patterns related to matrix dimensions, thread block configurations, and memory access patterns. Our framework achieved exceptional accuracy with an R^2 score of 0.98 for runtime prediction (mean error 15.57%) and 0.78 for power prediction (median error 5.42%). The system successfully predicts performance across matrix sizes, demonstrating robust scaling behavior. Our results show that optimal tile size selection can improve performance by up to 3.2x while reducing power consumption by 22% compared to baseline configurations. Analysis of shared memory utilization and SM occupancy reveals that tile sizes of 16x16 achieve the best balance between parallelism and resource usage. The implementation of our framework, including prediction models and analysis tools, is available as an open-source project at GPPerf [https://github.com/pavlyhalim/GPPerf].

  • 3 authors
·
Nov 25, 2024

Benchmarking and Dissecting the Nvidia Hopper GPU Architecture

Graphics processing units (GPUs) are continually evolving to cater to the computational demands of contemporary general-purpose workloads, particularly those driven by artificial intelligence (AI) utilizing deep learning techniques. A substantial body of studies have been dedicated to dissecting the microarchitectural metrics characterizing diverse GPU generations, which helps researchers understand the hardware details and leverage them to optimize the GPU programs. However, the latest Hopper GPUs present a set of novel attributes, including new tensor cores supporting FP8, DPX, and distributed shared memory. Their details still remain mysterious in terms of performance and operational characteristics. In this research, we propose an extensive benchmarking study focused on the Hopper GPU. The objective is to unveil its microarchitectural intricacies through an examination of the new instruction-set architecture (ISA) of Nvidia GPUs and the utilization of new CUDA APIs. Our approach involves two main aspects. Firstly, we conduct conventional latency and throughput comparison benchmarks across the three most recent GPU architectures, namely Hopper, Ada, and Ampere. Secondly, we delve into a comprehensive discussion and benchmarking of the latest Hopper features, encompassing the Hopper DPX dynamic programming (DP) instruction set, distributed shared memory, and the availability of FP8 tensor cores. The microbenchmarking results we present offer a deeper understanding of the novel GPU AI function units and programming features introduced by the Hopper architecture. This newfound understanding is expected to greatly facilitate software optimization and modeling efforts for GPU architectures. To the best of our knowledge, this study makes the first attempt to demystify the tensor core performance and programming instruction sets unique to Hopper GPUs.

  • 6 authors
·
Feb 20, 2024

Sim-to-Real Transfer for Mobile Robots with Reinforcement Learning: from NVIDIA Isaac Sim to Gazebo and Real ROS 2 Robots

Unprecedented agility and dexterous manipulation have been demonstrated with controllers based on deep reinforcement learning (RL), with a significant impact on legged and humanoid robots. Modern tooling and simulation platforms, such as NVIDIA Isaac Sim, have been enabling such advances. This article focuses on demonstrating the applications of Isaac in local planning and obstacle avoidance as one of the most fundamental ways in which a mobile robot interacts with its environments. Although there is extensive research on proprioception-based RL policies, the article highlights less standardized and reproducible approaches to exteroception. At the same time, the article aims to provide a base framework for end-to-end local navigation policies and how a custom robot can be trained in such simulation environment. We benchmark end-to-end policies with the state-of-the-art Nav2, navigation stack in Robot Operating System (ROS). We also cover the sim-to-real transfer process by demonstrating zero-shot transferability of policies trained in the Isaac simulator to real-world robots. This is further evidenced by the tests with different simulated robots, which show the generalization of the learned policy. Finally, the benchmarks demonstrate comparable performance to Nav2, opening the door to quick deployment of state-of-the-art end-to-end local planners for custom robot platforms, but importantly furthering the possibilities by expanding the state and action spaces or task definitions for more complex missions. Overall, with this article we introduce the most important steps, and aspects to consider, in deploying RL policies for local path planning and obstacle avoidance with Isaac Sim training, Gazebo testing, and ROS 2 for real-time inference in real robots. The code is available at https://github.com/sahars93/RL-Navigation.

  • 5 authors
·
Jan 6

Improve Machine Learning carbon footprint using Nvidia GPU and Mixed Precision training for classification models -- Part I

This is the 1st part of the dissertation for my master degree and compares the power consumption using the default floating point (32bit) and Nvidia mixed precision (16bit and 32bit) while training a classification ML model. A custom PC with specific hardware was built to perform the experiments, and different ML hyper-parameters, such as batch size, neurons, and epochs, were chosen to build Deep Neural Networks (DNN). Additionally, various software was used during the experiments to collect the power consumption data in Watts from the Graphics Processing Unit (GPU), Central Processing Unit (CPU), Random Access Memory (RAM) and manually from a wattmeter connected to the wall. A benchmarking test with default hyper parameter values for the DNN was used as a reference, while the experiments used a combination of different settings. The results were recorded in Excel, and descriptive statistics were chosen to calculate the mean between the groups and compare them using graphs and tables. The outcome was positive when using mixed precision combined with specific hyper-parameters. Compared to the benchmarking, the optimisation for the classification reduced the power consumption between 7 and 11 Watts. Similarly, the carbon footprint is reduced because the calculation uses the same power consumption data. Still, a consideration is required when configuring hyper-parameters because it can negatively affect hardware performance. However, this research required inferential statistics, specifically ANOVA and T-test, to compare the relationship between the means. Furthermore, tests indicated no statistical significance of the relationship between the benchmarking and experiments. However, a more extensive implementation with a cluster of GPUs can increase the sample size significantly, as it is an essential factor and can change the outcome of the statistical analysis.

  • 1 authors
·
Sep 12, 2024

More than Carbon: Cradle-to-Grave environmental impacts of GenAI training on the Nvidia A100 GPU

The rapid expansion of AI has intensified concerns about its environmental sustainability. Yet, current assessments predominantly focus on operational carbon emissions using secondary data or estimated values, overlooking environmental impacts in other life cycle stages. This study presents the first comprehensive multi-criteria life cycle assessment (LCA) of AI training, examining 16 environmental impact categories based on detailed primary data collection of the Nvidia A100 SXM 40GB GPU. The LCA results for training BLOOM reveal that the use phase dominates 11 of 16 impact categories including climate change (96\%), while manufacturing dominates the remaining 5 impact categories including human toxicity, cancer (99\%) and mineral and metal depletion (85\%). For training GPT-4, the use phase dominates 10 of 16 impact categories, contributing about 96\% to both the climate change and resource use, fossils category. The manufacturing stage dominates 6 of 16 impact categories including human toxicity, cancer (94\%) and eutrophication, freshwater (81\%). Assessing the cradle-to-gate environmental impact distribution across the GPU components reveals that the GPU chip is the largest contributor across 10 of 16 of impact categories and shows particularly pronounced contributions to climate change (81\%) and resource use, fossils (80\%). While primary data collection results in modest changes in carbon estimates compared to database-derived estimates, substantial variations emerge in other categories. Most notably, minerals and metals depletion increases by 33\%, demonstrating the critical importance of primary data for non-carbon accounting. This multi-criteria analysis expands the Sustainable AI discourse beyond operational carbon emissions, challenging current sustainability narratives and highlighting the need for policy frameworks addressing the full spectrum of AI's environmental impact.

  • 8 authors
·
Aug 27

Cosmos-Reason1: From Physical Common Sense To Embodied Reasoning

Physical AI systems need to perceive, understand, and perform complex actions in the physical world. In this paper, we present the Cosmos-Reason1 models that can understand the physical world and generate appropriate embodied decisions (e.g., next step action) in natural language through long chain-of-thought reasoning processes. We begin by defining key capabilities for Physical AI reasoning, with a focus on physical common sense and embodied reasoning. To represent physical common sense, we use a hierarchical ontology that captures fundamental knowledge about space, time, and physics. For embodied reasoning, we rely on a two-dimensional ontology that generalizes across different physical embodiments. Building on these capabilities, we develop two multimodal large language models, Cosmos-Reason1-8B and Cosmos-Reason1-56B. We curate data and train our models in four stages: vision pre-training, general supervised fine-tuning (SFT), Physical AI SFT, and Physical AI reinforcement learning (RL) as the post-training. To evaluate our models, we build comprehensive benchmarks for physical common sense and embodied reasoning according to our ontologies. Evaluation results show that Physical AI SFT and reinforcement learning bring significant improvements. To facilitate the development of Physical AI, we will make our code and pre-trained models available under the NVIDIA Open Model License at https://github.com/nvidia-cosmos/cosmos-reason1.

  • 45 authors
·
Mar 18 2