- Bluenoise in the game INSIDE (dithering, raymarching, reflections)
- Dithering, Ray marching, shadows etc
- A Survery of Blue Noise and Its Applications
- Moments In Graphics (void-and-cluster)
- Bart Wronski Implementation of Solid Angle algorithm
// float->half variants. | |
// by Fabian "ryg" Giesen. | |
// | |
// I hereby place this code in the public domain, as per the terms of the | |
// CC0 license: | |
// | |
// https://creativecommons.org/publicdomain/zero/1.0/ | |
// | |
// float_to_half_full: This is basically the ISPC stdlib code, except | |
// I preserve the sign of NaNs (any good reason not to?) |
# "Colorizing B/W Movies with Neural Nets", | |
# Network/Code Created by Ryan Dahl, hacked by samim.io to work with movies | |
# BACKGROUND: http://tinyclouds.org/colorize/ | |
# DEMO: https://www.youtube.com/watch?v=_MJU8VK2PI4 | |
# USAGE: | |
# 1. Download TensorFlow model from: http://tinyclouds.org/colorize/ | |
# 2. Use FFMPEG or such to extract frames from video. | |
# 3. Make sure your images are 224x224 pixels dimension. You can use imagemagicks "mogrify", here some useful commands: | |
# mogrify -resize 224x224 *.jpg | |
# mogrify -gravity center -background black -extent 224x224 *.jpg |
// How to download telegram sticker images | |
/* | |
1. Go to Telegram Web; | |
2. Open console (F12); | |
3. Paste the code below in the console and press Enter; | |
4. Open your stickers menu and make sure you see the sticker pack you want to download (so Telegram will load it). | |
5. At the console paste and run "downloadStickers()" any time you want to download a pack. | |
6. [Convert .webm to another format](http://www.freewaregenius.com/convert-webp-image-format-jpg-png-format/); | |
7. Happy hacking. |
Past August 2024, Authy stopped supported the desktop version of their apps:
See Authy is shutting down its desktop app | The 2FA app Authy will only be available on Android and iOS starting in August for details.
And indeed, after a while, Authy changed something in their backend which now prevents the old desktop app from logging in. If you are already logged in, then you are in luck, and you can follow the instructions below to export to tokens.
If you are not logged in anymore, but can find a backup of the necessary files, then restore those files, and re-install Authy 2.2.3 following the instructions below, and it should work as expected.
import torch | |
import torch.nn as nn | |
import torch.nn.init as init | |
class MinibatchDiscrimination(nn.Module): | |
def __init__(self, in_features, out_features, kernel_dims, mean=False): | |
super().__init__() | |
self.in_features = in_features | |
self.out_features = out_features | |
self.kernel_dims = kernel_dims |
Yesterday I posted a problem to math stack exchange that bothered me for a while now, and right after I've had a few exchanges on Twitter, I got inspired to attempt a solution.
Here it goes. It's 100% untested but I'm fairly certain that it will work.
The problem is about a form of refining raytracing where we render a big list of convex 3D brushes (and I decided to start with Ellipsoids, since they're so useful) to the screen or a shadow map, without any prebuilt accelleration structure. How does it work? Well, if we had a way to figure out for a portion of the frustum whether it contained a brush, we could
My Dear Imgui render loop looks a bit unusual because I want to reduce calls to WebGL as much as possible, especially buffer update calls.
This means:
In shader programming, you often run into a problem where you want to iterate an array in memory over all pixels in a compute shader | |
group (tile). Tiled deferred lighting is the most common case. 8x8 tile loops over a light list culled for that tile. | |
Simplified HLSL code looks like this: | |
Buffer<float4> lightDatas; | |
Texture2D<uint2> lightStartCounts; | |
RWTexture2D<float4> output; | |
[numthreads(8, 8, 1)] |