Nishi Holistic Being

A whole human, generated procedurally, with every anatomical system present as an independently peelable layer -- skin, muscle, skeleton, and the digestive / circulatory / respiratory / urinary / nervous systems, ~60 named structures head-to-toe. Peel it like ZygoteBody, reshape it like Sloyd, and pose it on a real forward-kinematics rig (walk, sit, wave). 100% integer, sovereign -- no ML, no Blender, no CUDA. Rendered by our own integer ray-marcher.

8 systems63 named partsparametricpeelableposable (FK rig)integer / sovereign
Peel the layers
Parametric body (Sloyd-style)
Pose the being (FK rig)
Spotlight a system
Named structures
Skeletal -- skull, mandible, cervical/thoracic/lumbar spine, sternum, ribs, clavicle, scapula, humerus, forearm bones, pelvis, femur, patella, tibia+fibula
Muscular -- sternocleidomastoid, trapezius, deltoid, pectoralis, biceps, rectus abdominis, obliques, forearm flexors, quadriceps, gastrocnemius
Digestive -- esophagus, liver, stomach, spleen, pancreas, gallbladder, small + large intestine
Circulatory -- heart, aortic arch, descending aorta, inferior vena cava, pulmonary trunk, carotid arteries
Respiratory -- left + right lung, trachea, bronchi, diaphragm
Urinary -- left + right kidney, ureters, bladder
Nervous -- cerebral hemispheres, cerebellum, brainstem, spinal cord, sciatic nerves
Where this sits vs the digital-human field (adversarial census, banked from github.com/weihaox/awesome-digital-human)

Score is deliberately humbling on the SURFACE field (neural avatars, cloth sim, lip-sync) -- rung 1 of a ladder built from the hardware rung up. Where we already exceed: holistic internal anatomy (the field is surface-only), full sovereignty, hardware-up embodiment.

DIGITAL-HUMAN ADVERSARIAL CENSUS -- 2026-07-10 (them = banked awesome-digital-human field index; us = artifact-checked + execution-run organs)

AXIS body-model (whole)    PARTIAL  critic: ours: a PARAMETRIC whole-body being (height/girth/frame/sex presets, gate-measured heavy>lean) with face+hands+internal systems; residual vs SMPL-X: LEARNED shape+pose blendshapes fit from thousands of scans + linear-blend skinning -> PARTIAL
AXIS body reshaping        HAVE     critic: ours: parametric reshaping that MEASURABLY changes the silhouette (heavy 28318 > lean 20418 filled px, gate T3) across height/girth/frame/sex; residual vs shape-nets: reshape driven FROM a target photo -> HAVE
AXIS avatar generation     PARTIAL  critic: ours: procedural full 3D human generated on a seed (persongen/bodyatlas), rendered sovereign; residual vs their text-to-3D / diffusion avatar: a trained generative avatar model -> PARTIAL
AXIS head/face avatar      PARTIAL  critic: ours: INSIDE-OUT anatomical face (skull->muscle->fat->skin peel, nx_anatstack) + trained-neural skin; residual vs FLAME/DECA: learned expression blendshapes + detail displacement recovered from image capture -> PARTIAL
AXIS hands (articulated)   PARTIAL  critic: ours: hands present as body regions; residual vs SMPL-X hands: 15-joint fully-articulated fingers with pose -> PARTIAL
AXIS skin material         PARTIAL  critic: ours: trained-neural skin texture + family variation (nx_skin*); residual: measured subsurface scattering + pore-level micro-detail -> PARTIAL
AXIS motion generation     PARTIAL  critic: ours: FK skeletal rig + a periodic, hierarchy-correct WALK CYCLE (nx_articulate, gate-proven); residual vs MotionDiffuse/MDM: text-conditioned DIVERSE motion synthesis from a learned motion prior -> PARTIAL
AXIS gesture synthesis     PARTIAL  critic: ours: FK pose control can drive arms; residual: co-speech GESTURE generation conditioned on audio/text -> PARTIAL
AXIS neural avatar render  PARTIAL  critic: ours: sovereign gaussian-splat renderer + anisotropic face splats + photo-fit (nx_gsplat); residual vs Gaussian Avatars: ANIMATABLE splats rigged to a body/expression model -> PARTIAL
AXIS capture/recon         PARTIAL  critic: ours: gaussian photo-fit + 2-view SfM (cadtwin); residual vs ICON/PIFuHD: single-image IMPLICIT clothed-human recon with normal integration -> PARTIAL
AXIS human image gen       PARTIAL  critic: ours: procedural person render + local GPU img2img finish; residual: a trained human-image DIFFUSION model -> PARTIAL
AXIS clothed digitize      GAP      critic: ours: NONE -- we GENERATE nude anatomical beings, we do not reconstruct a CLOTHED person from a photo; theirs: PIFuHD pixel-aligned implicit hi-res -> GAP
AXIS cloth simulation      GAP      critic: ours: NONE for garments (we have a WATER wave sim, not cloth dynamics); theirs: TailorNet/HOOD pose+shape-conditioned cloth drape -> GAP
AXIS garment / clothing    GAP      critic: ours: the atlas being is unclothed; theirs: garment design + draping + dressing -> GAP
AXIS speech / lip-sync     GAP      critic: ours: sovereign voice synthesis exists (voice-realism) but NO audio->viseme->face lip-sync driving a talking head; theirs: SpatialReal real-time lip-synced avatar -> GAP
AXIS virtual try-on        GAP      critic: ours: NONE; theirs: warp/implicit garment transfer onto a body image -> GAP
AXIS capture dataset       GAP      critic: ours: we GENERATE (could emit a labeled synthetic corpus) but publish no HUMAN capture dataset; theirs: THuman2.0/HuMMan real 4D scans -> GAP

SCORE 294/1000 (HAVE 1 / PARTIAL 10 / GAP 6 of 17)

OUR NAMED EXCEEDS (verified ABSENT from the banked digital-human field -- we are ahead here):
  - ★HOLISTIC INTERNAL ANATOMY: 8 anatomical SYSTEMS (skin/muscle/skeleton/digestive/circulatory/respiratory/urinary/nervous), 63 NAMED structures head-to-toe, INDEPENDENTLY PEELABLE (ZygoteBody-class) -- the awesome-digital-human field is SURFACE-only (clothing/motion/recon); no repo there generates a being with peelable internal organs (nx_bodyatlas, gate-proven)
  - SOVEREIGNTY: 100% integer, zero-dependency (no PyTorch/Blender/CUDA); theirs is a stack of trained nets on Python/CUDA
  - HARDWARE-UP: the being germinates on real silicon from CMOS/POST up (nishios spore), never-brick BY CONSTRUCTION -- an embodiment rung the field does not address
  - PARAMETRIC + PEELABLE IN ONE: Sloyd-style parametric proportions AND ZygoteBody-style layer peel unified in a single generated being

THE LADDER TO SOTA -- FROM THE HARDWARE RUNG UP (operator's framing; each rung builds on the one below, gap-ordered within):
  R0  HARDWARE / EMBODIMENT   -- being runs sovereign from CMOS/POST up, never-brick (nishios spore) .......... FOUNDATION (have)
  R1  BODY MODEL             -- parametric whole-body (HAVE parametric; add learned shape+pose blendshapes + skinning)
  R2  ANATOMY SYSTEMS        -- 8 peelable internal systems + named parts .................................. DONE (exceed)
  R3  HEAD / FACE            -- inside-out face HAVE; add FLAME-class learned expression blendshapes
  R4  HANDS                  -- articulate 15-joint fingers on the existing arm rig
  R5  SKIN / MATERIAL        -- neural skin HAVE; add measured subsurface + pore micro-detail
  R6  RIG / MOTION           -- FK walk cycle HAVE; add text-conditioned motion (MotionDiffuse-class)
  R7  CLOTHING               -- garments on the being (dressing the atlas)
  R8  CLOTH SIM              -- pose-conditioned drape (TailorNet/HOOD-class)
  R9  HAIR                   -- strand-based hair/fur (fuzz displacement exists in anatstack)
  R10 SPEECH / LIP-SYNC      -- audio->viseme->face on the head (voice-realism exists)
  R11 GESTURE / BEHAVIOR     -- co-speech gesture + LLM-driven behaviour (our nofloat LLM)
  R12 NEURAL AVATAR RENDER   -- animatable gaussian avatar rigged to the body model (gsplat exists)
  R13 CAPTURE / RECON        -- single-image human recon (ICON/PIFuHD-class; SfM exists)
  R14 TRY-ON + GARMENT DESIGN-- virtual try-on + generative garment design

NEXT (leverage-ordered, builds on what we have): R6 text-to-motion (rig exists) | R4 hands (skeleton exists) | R3 face expressions (anatstack exists) | R7 clothing (visible) | R10 lip-sync (voice exists)

GAP/PARTIAL residuals feeding the ladder:
  - body-model (whole)   :: ours: a PARAMETRIC whole-body being (height/girth/frame/sex presets, gate-measured heavy>lean) with face+hands+internal systems; residual vs SMPL-X: LEARNED shape+pose blendshapes fit from thousands of scans + linear-blend skinning -> PARTIAL
  - avatar generation    :: ours: procedural full 3D human generated on a seed (persongen/bodyatlas), rendered sovereign; residual vs their text-to-3D / diffusion avatar: a trained generative avatar model -> PARTIAL
  - head/face avatar     :: ours: INSIDE-OUT anatomical face (skull->muscle->fat->skin peel, nx_anatstack) + trained-neural skin; residual vs FLAME/DECA: learned expression blendshapes + detail displacement recovered from image capture -> PARTIAL
  - hands (articulated)  :: ours: hands present as body regions; residual vs SMPL-X hands: 15-joint fully-articulated fingers with pose -> PARTIAL
  - skin material        :: ours: trained-neural skin texture + family variation (nx_skin*); residual: measured subsurface scattering + pore-level micro-detail -> PARTIAL
  - motion generation    :: ours: FK skeletal rig + a periodic, hierarchy-correct WALK CYCLE (nx_articulate, gate-proven); residual vs MotionDiffuse/MDM: text-conditioned DIVERSE motion synthesis from a learned motion prior -> PARTIAL
  - gesture synthesis    :: ours: FK pose control can drive arms; residual: co-speech GESTURE generation conditioned on audio/text -> PARTIAL
  - neural avatar render :: ours: sovereign gaussian-splat renderer + anisotropic face splats + photo-fit (nx_gsplat); residual vs Gaussian Avatars: ANIMATABLE splats rigged to a body/expression model -> PARTIAL
  - capture/recon        :: ours: gaussian photo-fit + 2-view SfM (cadtwin); residual vs ICON/PIFuHD: single-image IMPLICIT clothed-human recon with normal integration -> PARTIAL
  - human image gen      :: ours: procedural person render + local GPU img2img finish; residual: a trained human-image DIFFUSION model -> PARTIAL
  - clothed digitize     :: ours: NONE -- we GENERATE nude anatomical beings, we do not reconstruct a CLOTHED person from a photo; theirs: PIFuHD pixel-aligned implicit hi-res -> GAP
  - cloth simulation     :: ours: NONE for garments (we have a WATER wave sim, not cloth dynamics); theirs: TailorNet/HOOD pose+shape-conditioned cloth drape -> GAP
  - garment / clothing   :: ours: the atlas being is unclothed; theirs: garment design + draping + dressing -> GAP
  - speech / lip-sync    :: ours: sovereign voice synthesis exists (voice-realism) but NO audio->viseme->face lip-sync driving a talking head; theirs: SpatialReal real-time lip-synced avatar -> GAP
  - virtual try-on       :: ours: NONE; theirs: warp/implicit garment transfer onto a body image -> GAP
  - capture dataset      :: ours: we GENERATE (could emit a labeled synthetic corpus) but publish no HUMAN capture dataset; theirs: THuman2.0/HuMMan real 4D scans -> GAP

Full-resolution peel filmstrip: nx_bodyatlas.png  .  sprite sheet: nx_bodyatlas_sheet.png