-
A. Schneider, "Real-Time Volumetric Cloudscapes," in GPU Pro 7: Advanced Rendering Techniques, 2016, pp. 97-127. (Follow up presentations here, and here.)
-
S. Hillaire, "Physically Based Sky, Atmosphere and Cloud Rendering in Frostbite" in Physically Based Shading in Theory and Practice course, SIGGRAPH 2016. [video] [course notes] [scatter integral shadertoy]
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[R. Högfeldt, "Convincing Cloud Rendering – An Implementation of Real-Time Dynamic Volumetric Clouds in Frostbite"](https://odr.chalmers.se/hand
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/*! | |
* quantize.js Copyright 2008 Nick Rabinowitz. | |
* Licensed under the MIT license: http://www.opensource.org/licenses/mit-license.php | |
*/ | |
// fill out a couple protovis dependencies | |
/*! | |
* Block below copied from Protovis: http://mbostock.github.com/protovis/ | |
* Copyright 2010 Stanford Visualization Group | |
* Licensed under the BSD License: http://www.opensource.org/licenses/bsd-license.php |
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" Vim syntax file | |
" Language: Todo | |
" Maintainer: Huy Tran | |
" Latest Revision: 14 June 2020 | |
if exists("b:current_syntax") | |
finish | |
endif | |
" Custom conceal |
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# /// script | |
# dependencies = [ | |
# "SpeechRecognition", | |
# "mlx-whisper", | |
# "pyaudio", | |
# ] | |
# /// | |
import speech_recognition as sr | |
import numpy as np |
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import argparse | |
import copy | |
import glob | |
import shutil | |
import time | |
import types | |
from pathlib import Path | |
import mlx.core as mx | |
import mlx.nn as nn |