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视觉Token注入CLIP语义,走向多模态理解与生成新范式
量子位· 2025-08-26 04:36
腾讯ARC Lab 投稿 量子位 | 公众号 QbitAI 让视觉token说话,既能 看懂 图像,又可以 画出 图像! 腾讯ARC Lab 联合中科院自动化所、香港城市大学、浙江大学等机构提出了一种全新的视觉分词器—— TokLIP ,即Token+CLIP。 可以将低级的离散视觉Token与高级的CLIP语义相结合,实现多模态理解与生成的高效统一。 不仅支持端到端的自回归训练,还能无缝接入现有LLM框架,极大降低了多模态模型的计算与数据门槛。 训练数据量仅需同类方法的 20% ,还可以在图像分类、图文检索和多模态理解等多项任务中达成 SOTA ,有理由相信,TokLIP或将成为构 建下一代多模态通用模型的重要基础组件。 下面是更多详细内容介绍。 TokLIP 的结构与核心设计 过去几年里,人工智能的发展已经从单一模态走向多模态,无论是图像、视频,还是文本,人们希望机器能够像人类一样,既能"看懂"世界, 也能"说清"所见。 其中关键问题是: 如何在同一个模型中实现统一的理解 (comprehension) 与生成 (generation) 能力 。 目前的自回归多模态大模型对图像的编码大多依赖两类核心部件。 ...
腾讯取得基于脉动阵列的浅深度模型的计算优化方法和装置专利
Jin Rong Jie· 2025-08-26 04:25
Core Insights - Tencent Technology (Shenzhen) Co., Ltd. has obtained a patent for a method and device for computational optimization based on a pulsed array shallow and deep model, with the authorization announcement number CN113705069B and application date of February 2021 [1] Company Overview - Tencent Technology (Shenzhen) Co., Ltd. was established in 2000 and is located in Shenzhen, primarily engaged in software and information technology services [1] - The company has a registered capital of 2 million USD [1] - Tencent Technology has invested in 15 companies and participated in 264 bidding projects [1] - The company holds 5000 trademark records and 5000 patent records, along with 534 administrative licenses [1]
腾讯取得搜索引擎的查询优化方法相关专利
Jin Rong Jie· 2025-08-26 04:25
Group 1 - Tencent Technology (Shenzhen) Co., Ltd. has obtained a patent for a "query optimization method, device, and electronic equipment for search engines," with the authorization announcement number CN113407807B, and the application date was December 2020 [1] - Tencent Technology (Shenzhen) Co., Ltd. was established in 2000 and is located in Shenzhen, primarily engaged in software and information technology services, with a registered capital of 2 million USD [1] - The company has invested in 15 enterprises, participated in 264 bidding projects, and has 5,000 trademark records and 5,000 patent records, along with 534 administrative licenses [1]
2025再出征:国产游戏不再怂了
3 6 Ke· 2025-08-26 03:49
Core Insights - The 2025 Cologne Game Show highlighted a significant shift in the gaming industry, particularly showcasing the rising prominence of Chinese games despite ongoing global market challenges [1][3][32] - The event demonstrated a strong presence of Chinese developers, with notable titles like "Black Myth: Zhong Kui" and "Shadow Blade Zero" receiving international acclaim, indicating a growing recognition of Chinese gaming quality [4][6][31] Industry Trends - The gaming industry continues to face a downturn, with discussions at the Devcom conference reflecting concerns over mental health and industry failures, yet positive changes are emerging [3][16] - Chinese game developers are increasingly taking bold steps by introducing original titles rather than relying solely on sequels, contrasting with the cautious strategies of many Western developers [17][22] Market Dynamics - The Cologne Game Show attracted over 1,500 exhibitors from 72 countries, emphasizing the global scale of the event and the competitive landscape for game developers [4][10] - Chinese companies like Tencent showcased their extensive portfolios, with significant foot traffic at their booths, indicating a robust engagement with international audiences [8][12] Cultural Impact - The success of titles like "Shadow Blade Zero" and "Black Myth: Zhong Kui" reflects a shift in cultural perception, with international players expressing excitement about Chinese mythology and storytelling [24][26] - The proactive cultural output from Chinese games is reshaping global perceptions, moving from passive reception to active exploration of new themes and gameplay experiences [22][27] Future Outlook - The increasing presence and success of Chinese games at international events suggest a potential shift in the global gaming market, with Chinese developers poised to lead in innovation and creativity [32][35] - The industry's evolution indicates a growing recognition of the Chinese market's importance, prompting international developers to adapt their strategies and engage more deeply with Chinese players [35][37]
8月游戏版号审批173款创新高,年内累计超1100款,游戏ETF(159869)现涨超2.5%
Sou Hu Cai Jing· 2025-08-26 01:57
Core Viewpoint - The gaming sector is experiencing a strong performance, with significant approval of new game licenses, indicating a high level of industry vitality and potential for investment opportunities [1]. Industry Summary - On August 26, gaming stocks such as Gigabit, Kying Network, Giant Network, Perfect World, and ShengTian Network saw gains, with the gaming ETF (159869) rising over 2.5% [1]. - The National Press and Publication Administration announced the approval of 173 games in August 2025, comprising 166 domestic and 7 imported games, marking a new high for the year [1]. - GF Securities highlighted the sustained high prosperity of the gaming industry, suggesting that improvements in domestic policies and changes in overseas industry trends could enhance valuation opportunities [1]. Company Summary - Tencent's gaming fundamentals are showing marginal improvement, with "Delta Action" expected to become a third long-lasting game alongside "Honor of Kings" and "Peace Elite" [1]. - NetEase's "Dream Journey" PC version is experiencing a revival due to a new version release [1]. - The integration of AI technology is expected to enhance the industry, with multimodal AI models and Agent tools likely to improve advertising material generation efficiency, impacting marketing, education, and gaming sectors [1]. - The gaming sector is poised for multiple catalysts, including AI, content, and commercialization model transformations, with the gaming ETF (159869) tracking the performance of A-share listed companies in the animation and gaming industry [1].
腾讯控股:8月25日购回了价值5.51亿港元的股票
Hua Er Jie Jian Wen· 2025-08-26 01:53
回购期间:2025年8月18日至8月25日 回购总量:5,537,000股(6个交易日累计) 回购价格区间: 589.79-615.37港元/股 8月25日单日:回购895,000股,价格区间608.5-620港元,耗资5.51亿港元 股本结构变化 腾讯控股(00700)股份变动及回购公告要点 新股发行 期权行使:根据2023年购股权计划行使550,802份期权,增发新股 发行价格:每股334.74港元(加权平 均价) 结算方式:247,877股以非现金形式结算,302,925股以现金形式结算 变动日期:2025年8月25日 股份回购情况 其他要点 回购股份拟注销但尚未完成注销 购回授权总额:918,901,866股 新股发行暂止期:截至2025年9月24日 期初股本:9,171,323,697股(8月22日) 期末股本:9,171,874,499股(8月25日) 净增加:550,802股 ...
最高提效8倍,腾讯游戏发布专业游戏AI大模型,美术师做动画不用辣么“肝”了
3 6 Ke· 2025-08-26 01:52
Core Insights - The article highlights the significant advancements in AI technology within the gaming industry, particularly showcased at the recent Devcom developer conference alongside the Cologne International Game Show. Major companies like Microsoft, Tencent, Google, and Meta presented over 20 discussions focused on how AI can enhance game art production efficiency and integrate seamlessly with traditional workflows [1][3]. Group 1: AI Tools and Solutions - Tencent Games launched its AI-driven comprehensive game creation solution, VISVISE, which includes tools for animation production, model creation, digital asset management, and intelligent NPCs, aimed at alleviating the repetitive and labor-intensive tasks in game art development [3][8]. - The MotionBlink tool within VISVISE can automatically complete animation sequences based on minimal user input, significantly reducing the time required for animation production from several days to just seconds [3][15]. - The GoSkinning tool, part of VISVISE, automates the skinning process for 3D models, improving efficiency by up to 60% in animation skinning tasks, and has been successfully implemented in popular games like "PUBG Mobile" and "Peacekeeper Elite" [8][24]. Group 2: Challenges in Game Art Production - Traditional game art production consumes 50%-60% of time on asset creation, with 3D modeling and animation being the most labor-intensive processes. The complexity of these tasks often leads to inefficiencies, particularly in skinning and animation adjustments [9][10]. - The article discusses the limitations of traditional methods such as manual keyframing and motion capture, which can be time-consuming and require extensive corrections, highlighting the need for AI solutions to streamline these processes [10][11]. Group 3: Development and Future of AI in Gaming - Tencent's approach to developing VISVISE was driven by actual development needs, beginning its exploration of AI in gaming as early as 2016. The system was officially launched in 2024, integrating various AI tools tailored to different aspects of game creation [24][26]. - The future of AI in gaming is seen as a critical area for development, with the potential for AI to enhance NPC interactions and create more immersive gaming experiences. The relationship between gaming and AI is described as symbiotic, with games serving as both a testing ground and a catalyst for AI advancements [29][30][32].
港股通8月25日成交活跃股名单
8月25日恒生指数上涨1.94%,南向资金全天合计成交金额为2024.76亿港元,其中,买入成交1005.50亿 港元,卖出成交1019.26亿港元,合计净卖出金额13.76亿港元。具体来看,港股通(深)累计成交金额 794.06亿港元,买入成交402.33亿港元,卖出成交391.73亿港元,合计净买入金额10.60亿港元;港股通 (沪)累计成交金额1230.70亿港元,买入成交603.17亿港元,卖出成交627.53亿港元,合计净卖出金额 24.36亿港元。 成交活跃股方面,今日上榜个股中,南向资金成交金额最多的是中芯国际,合计成交额116.29亿港元, 阿里巴巴-W、腾讯控股成交额紧随其后,分别成交111.44亿港元、74.45亿港元。以净买卖金额统计, 净买入的个股共有7只,阿里巴巴-W净买入额为5.87亿港元,净买入金额居首,该股收盘股价上涨 5.51%,快手-W净买入额为4.72亿港元,中兴通讯净买入额为4.08亿港元。净卖出金额最多的是盈富基 金,净卖出23.52亿港元,该股收盘股价上涨2.01%,小米集团-W、中芯国际遭净卖出15.25亿港元、 8.11亿港元。 今日上榜个股中,阿里巴巴-W、中 ...
港股通(深)净买入10.60亿港元
8月25日恒生指数上涨1.94%,报收25829.91点,全天南向资金通过港股通渠道合计净卖出13.76亿港 元。 证券时报·数据宝统计,8月25日港股通全天合计成交金额为2024.76亿港元,成交净卖出13.76亿港元。 具体来看,沪市港股通成交金额1230.70亿港元,成交净卖出24.36亿港元;深市港股通成交金额794.06 亿港元,成交净买入10.60亿港元。 成交活跃股方面,沪市港股通前十大成交活跃股中,中芯国际成交额为70.23亿港元,成交金额居首; 其次是阿里巴巴-W、腾讯控股,成交金额分别为65.76亿港元、41.79亿港元。以净买卖金额统计,腾讯 控股净买入额为3.33亿港元,净买入金额居首,该股收盘股价上涨2.42%。净卖出金额最多的是盈富基 金,净卖出23.52亿港元,收盘股价上涨2.01%。 8月25日港股通成交活跃股 | 代码 | 简称 | 类型 | 成交金额(万港元) | 成交净买入(万港元) | 日涨跌幅(%) | | --- | --- | --- | --- | --- | --- | | 00981 | 中芯国际 | 港股通(沪) | 702310.19 | -87754. ...
8月25日港股回购一览
Summary of Key Points Core Viewpoint - On August 25, nine Hong Kong-listed companies conducted share buybacks, totaling 1.8064 million shares and an aggregate amount of HKD 577 million [1][2]. Group 1: Buyback Details - Tencent Holdings repurchased 895,000 shares for HKD 551 million, with a highest price of HKD 620.00 and a lowest price of HKD 608.50, bringing its total buyback amount for the year to HKD 43.347 billion [1][2]. - Hang Seng Bank repurchased 200,000 shares for HKD 22.697 million, with a highest price of HKD 113.90 and a lowest price of HKD 112.70, totaling HKD 38.606 million for the year [1][2]. - Beisen Holdings repurchased 200,000 shares for HKD 1.5988 million, with a highest price of HKD 8.09 and a lowest price of HKD 7.86, totaling HKD 34.2558 million for the year [1][2]. Group 2: Buyback Rankings - The highest buyback amount on August 25 was from Tencent Holdings at HKD 551 million, followed by Hang Seng Bank at HKD 22.697 million [1][2]. - In terms of buyback volume, Tencent Holdings led with 895,000 shares, followed by Qinqin Food at 320,000 shares and Beisen Holdings at 200,000 shares [1][2]. Group 3: Notable Events - Qinqin Food's buyback on this date marked its first buyback of the year, while Tencent Holdings has conducted multiple buybacks totaling HKD 43.347 billion for the year [2].