Variational Autoencoders For Image GenerationJason Anderson
Meetup: https://www.meetup.com/Cognitive-Computing-Enthusiasts/events/260580395/
Video: https://www.youtube.com/watch?v=fnULFOyNZn8
Blog: http://www.compthree.com/blog/autoencoder/
Code: https://github.com/compthree/variational-autoencoder
An autoencoder is a machine learning algorithm that represents unlabeled high-dimensional data as points in a low-dimensional space. A variational autoencoder (VAE) is an autoencoder that represents unlabeled high-dimensional data as low-dimensional probability distributions. In addition to data compression, the randomness of the VAE algorithm gives it a second powerful feature: the ability to generate new data similar to its training data. For example, a VAE trained on images of faces can generate a compelling image of a new "fake" face. It can also map new features onto input data, such as glasses or a mustache onto the image of a face that initially lacks these features. In this talk, we will survey VAE model designs that use deep learning, and we will implement a basic VAE in TensorFlow. We will also demonstrate the encoding and generative capabilities of VAEs and discuss their industry applications.
A Comparative Study of Histogram Equalization Based Image Enhancement Techniq...Shahbaz Alam
Four widely used histogram equalization techniques for image enhancement namely GHE, BBHE, DSIHE, RMSHE are discussed. Some basic definitions and notations are also attached. All analysis are done by using MATLAB . Pictures are taken from the book "Digital Image Processing" by Rafael C. Gonzalez and Richard E. Woods. The presentation slide was made for my B.Sc project purpose.
Variational Autoencoders For Image GenerationJason Anderson
Meetup: https://www.meetup.com/Cognitive-Computing-Enthusiasts/events/260580395/
Video: https://www.youtube.com/watch?v=fnULFOyNZn8
Blog: http://www.compthree.com/blog/autoencoder/
Code: https://github.com/compthree/variational-autoencoder
An autoencoder is a machine learning algorithm that represents unlabeled high-dimensional data as points in a low-dimensional space. A variational autoencoder (VAE) is an autoencoder that represents unlabeled high-dimensional data as low-dimensional probability distributions. In addition to data compression, the randomness of the VAE algorithm gives it a second powerful feature: the ability to generate new data similar to its training data. For example, a VAE trained on images of faces can generate a compelling image of a new "fake" face. It can also map new features onto input data, such as glasses or a mustache onto the image of a face that initially lacks these features. In this talk, we will survey VAE model designs that use deep learning, and we will implement a basic VAE in TensorFlow. We will also demonstrate the encoding and generative capabilities of VAEs and discuss their industry applications.
A Comparative Study of Histogram Equalization Based Image Enhancement Techniq...Shahbaz Alam
Four widely used histogram equalization techniques for image enhancement namely GHE, BBHE, DSIHE, RMSHE are discussed. Some basic definitions and notations are also attached. All analysis are done by using MATLAB . Pictures are taken from the book "Digital Image Processing" by Rafael C. Gonzalez and Richard E. Woods. The presentation slide was made for my B.Sc project purpose.
This is the introductory features to human computer interface,powered by Daroko blog,this is the Only slide that will teach the interaction device in human computer interaction.
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In this whitepaper, you will learn how to mix conventional 3D rendering with GPU-accelerated path rendering within your OpenGL program using the NV_path_rendering extension.
Presented September 30, 2009 in San Jose, California at GPU Technology Conference.
Describes the new features of OpenGL 3.2 and NVIDIA's extensions beyond 3.2 such as bindless graphics, direct state access, separate shader objects, copy image, texture barrier, and Cg 2.2.
OpenGL Fixed Function to Shaders - Porting a fixed function application to “m...ICS
Watch the video here: http://bit.ly/1TA24fU
OpenGL Fixed Function to Shaders - Porting a fixed function application to “modern” OpenGL - Webinar Mar 2016
A technical deep dive into the DX11 rendering in Battlefield 3, the first title to use the new Frostbite 2 Engine. Topics covered include DX11 optimization techniques, efficient deferred shading, high-quality rendering and resource streaming for creating large and highly-detailed dynamic environments on modern PCs.
This presentation made at TI Developer Conference 2008, introduces the options available for developers to create User Interfaces on TI SGX based platforms.
D11: a high-performance, protocol-optional, transport-optional, window system...Mark Kilgard
Consider the dual pressures toward a more tightly integrated workstation window system: 1) the need to efficiently handle high bandwidth services such as video, audio, and three-dimensional graphics; and 2) the desire to achieve the under-realized potential for local window system performance in X11.
This paper proposes a new window system architecture called D11 that seeks higher performance while preserving compatibility with the industry-standard X11 window system. D11 reinvents the X11 client/server architecture using a new operating system facility similar in concept to the Unix kernel's traditional implementation but designed for user-level execution. This new architecture allows local D11 programs to execute within the D11 window system kernel without compromising the window sytem's integrity. This scheme minimizes context switching, eliminates protocol packing and unpacking, and greatly reduces data copying. D11 programs fall back to the X11 protocol when running remote or connecting to an X11 server. A special D11 program acts as an X11 protocol translator to allow X11 programs to utilize a D11 window system.
[The described system was never implemented.]
NVIDIA OpenGL and Vulkan Support for 2017Mark Kilgard
Learn how NVIDIA continues improving both Vulkan and OpenGL for cross-platform graphics and compute development. This high-level talk is intended for anyone wanting to understand the state of Vulkan and OpenGL in 2017 on NVIDIA GPUs. For OpenGL, the latest standard update maintains the compatibility and feature-richness you expect. For Vulkan, NVIDIA has enabled the latest NVIDIA GPU hardware features and now provides explicit support for multiple GPUs. And for either API, NVIDIA's SDKs and Nsight tools help you develop and debug your application faster.
NVIDIA booth theater presentation at SIGGRAPH in Los Angeles, August 1, 2017.
http://www.nvidia.com/object/siggraph2017-schedule.html?id=sig1732
Get your SIGGRAPH driver release with OpenGL 4.6 and the latest Vulkan functionality from
https://developer.nvidia.com/opengl-driver
EXT_window_rectangles extends OpenGL with a new per-fragment test called the "window rectangles test" for use with FBOs that provides 8 or more inclusive or exclusive rectangles for rasterized fragments. Applications of this functionality include web browsers and virtual reality.
Slides: Accelerating Vector Graphics Rendering using the Graphics Hardware Pi...Mark Kilgard
Slides for SIGGRAPH paper presentation of "Accelerating Vector Graphics Rendering using the Graphics Hardware Pipeline".
Presented by Vineet Batra (Adobe) on Thursday, August 13, 2015 at 2:00 pm - 3:30 pm, Los Angeles Convention Center, Room 150/151.
Accelerating Vector Graphics Rendering using the Graphics Hardware PipelineMark Kilgard
SIGGRAPH 2015 paper.
We describe our successful initiative to accelerate Adobe Illustrator with the graphics hardware pipeline of modern GPUs. Relying on OpenGL 4.4 plus recent OpenGL extensions for advanced blend modes and first-class GPU-accelerated path rendering, we accelerate the Adobe Graphics Model (AGM) layer responsible for rendering sophisticated Illustrator scenes. Illustrator documents render in either an RGB or CMYK color mode. While GPUs are designed and optimized for RGB rendering, we orchestrate OpenGL rendering of vector content in the proper CMYK color space and accommodate the 5+ color components required. We support both non-isolated and isolated transparency groups, knockout, patterns, and arbitrary path clipping. We harness GPU tessellation to shade paths smoothly with gradient meshes. We do all this and render complex Illustrator scenes 2 to 6x faster than CPU rendering at Full HD resolutions; and 5 to 16x faster at Ultra HD resolutions.
NV_path_rendering is an OpenGL extension for GPU-accelerated path rendering. Recent functionality improvements provide better performance, better typography, rounded rectangles, conics, and OpenGL ES support. This functionality is available today with NVIDIA's 337.88 drivers.
The latest NV_path_rendering specification documents these new functional improvements:
https://www.opengl.org/registry/specs/NV/path_rendering.txt
You can find sample code here:
https://github.com/markkilgard/NVprSDK
presented at SIGGRAPH 2014 in Vancouver during NVIDIA's "Best of GTC" sponsored sessions
http://www.nvidia.com/object/siggraph2014-best-gtc.html
Watch the replay that includes a demo of GPU-accelerated Illustrator and several OpenGL 4 demos running on NVIDIA's Tegra Shield tablet.
http://www.ustream.tv/recorded/51255959
Find out more about the OpenGL examples for GameWorks:
https://developer.nvidia.com/gameworks-opengl-samples
SIGGRAPH Asia 2012: GPU-accelerated Path RenderingMark Kilgard
Presented at SIGGRAPH Asia 2012 in Singapore on Friday, 30 November 14:15 - 16:00 during the "Points and Vectors" session.
Find the paper at http://developer.nvidia.com/game/gpu-accelerated-path-rendering or on Slideshare.
For thirty years, resolution-independent 2D standards (e.g. PostScript, SVG) have relied largely on CPU-based algorithms for the filling and stroking of paths. Learn about our approach to accelerate path rendering with our GPU-based "Stencil, then Cover" programming interface. We've built and productized our OpenGL-based system.
SIGGRAPH Asia 2012 Exhibitor Talk: OpenGL 4.3 and BeyondMark Kilgard
Location: Conference Hall K, Singapore EXPO
Date: Thursday, November 29, 2012
Time: 11:00 AM - 11:50 PM
Presenter: Mark Kilgard (Principal Software Engineer, NVIDIA, Austin, Texas)
Abstract: Attend this session to get the most out of OpenGL on NVIDIA Quadro and GeForce GPUs. Learn about the new features in OpenGL 4.3, particularly Compute Shaders. Other topics include bindless graphics; Linux improvements; and how to best use the modern OpenGL graphics pipeline. Learn how your application can benefit from NVIDIA's leadership driving OpenGL as a cross-platform, open industry standard.
Topic Areas: Computer Graphics; Development Tools & Libraries; Visualization; Image and Video Processing
Level: Intermediate
Preprint for SIGGRAPH Asia 2012
Copyright ACM, 2012
For thirty years, resolution-independent 2D standards (e.g. PostScript,
SVG) have depended on CPU-based algorithms for the filling and
stroking of paths. However advances in graphics hardware have largely
ignored the problem of accelerating resolution-independent 2D graphics
rendered from paths.
Our work builds on prior work to re-factor the path rendering task
to leverage existing capabilities of modern pipelined and massively
parallel GPUs. We introduce a two-step “Stencil, then Cover” (StC)
paradigm that explicitly decouples path rendering into one GPU
step to determine a path’s filled or stenciled coverage and a second
step to rasterize conservative geometry intended to test and reset the
coverage determinations of the first step while shading color samples
within the path. Our goals are completeness, correctness, quality, and
performance—but we go further to unify path rendering with OpenGL’s
established 3D rendering pipeline. We have built and productized our
approach to accelerate path rendering as an OpenGL extension.
SIGGRAPH 2012: GPU-Accelerated 2D and Web RenderingMark Kilgard
Video replay: http://nvidia.fullviewmedia.com/siggraph2012/ondemand/SS106.html
Location: West Hall Meeting Room 503, Los Angeles Convention Center
Date: Wednesday, August 8, 2012
Time: 2:40 PM – 3:40 PM
The future of GPU-based visual computing integrates the web, resolution-independent 2D graphics, and 3D to maximize interactivity and quality while minimizing consumed power. See what NVIDIA is doing today to accelerate resolution-independent 2D graphics for web content. This presentation explains NVIDIA's unique "stencil, then cover" approach to accelerating path rendering with OpenGL and demonstrates the wide variety of web content that can be accelerated with this approach.
More information: http://developer.nvidia.com/nv-path-rendering
Video replay: http://nvidia.fullviewmedia.com/siggraph2012/ondemand/SS104.html
Date: Wednesday, August 8, 2012
Time: 11:50 AM - 12:50 PM
Location: SIGGRAPH 2012, Los Angeles
Attend this session to get the most out of OpenGL on NVIDIA Quadro and GeForce GPUs. Learn about the new features in OpenGL 4.3, particularly Compute Shaders. Other topics include bindless graphics; Linux improvements; and how to best use the modern OpenGL graphics pipeline. Learn how your application can benefit from NVIDIA's leadership driving OpenGL as a cross-platform, open industry standard.
Get OpenGL 4.3 beta drivers for NVIDIA GPUs from http://www.nvidia.com/content/devzone/opengl-driver-4.3.html
Key Trends Shaping the Future of Infrastructure.pdfCheryl Hung
Keynote at DIGIT West Expo, Glasgow on 29 May 2024.
Cheryl Hung, ochery.com
Sr Director, Infrastructure Ecosystem, Arm.
The key trends across hardware, cloud and open-source; exploring how these areas are likely to mature and develop over the short and long-term, and then considering how organisations can position themselves to adapt and thrive.
DevOps and Testing slides at DASA ConnectKari Kakkonen
My and Rik Marselis slides at 30.5.2024 DASA Connect conference. We discuss about what is testing, then what is agile testing and finally what is Testing in DevOps. Finally we had lovely workshop with the participants trying to find out different ways to think about quality and testing in different parts of the DevOps infinity loop.
Smart TV Buyer Insights Survey 2024 by 91mobiles.pdf91mobiles
91mobiles recently conducted a Smart TV Buyer Insights Survey in which we asked over 3,000 respondents about the TV they own, aspects they look at on a new TV, and their TV buying preferences.
Builder.ai Founder Sachin Dev Duggal's Strategic Approach to Create an Innova...Ramesh Iyer
In today's fast-changing business world, Companies that adapt and embrace new ideas often need help to keep up with the competition. However, fostering a culture of innovation takes much work. It takes vision, leadership and willingness to take risks in the right proportion. Sachin Dev Duggal, co-founder of Builder.ai, has perfected the art of this balance, creating a company culture where creativity and growth are nurtured at each stage.
Software Delivery At the Speed of AI: Inflectra Invests In AI-Powered QualityInflectra
In this insightful webinar, Inflectra explores how artificial intelligence (AI) is transforming software development and testing. Discover how AI-powered tools are revolutionizing every stage of the software development lifecycle (SDLC), from design and prototyping to testing, deployment, and monitoring.
Learn about:
• The Future of Testing: How AI is shifting testing towards verification, analysis, and higher-level skills, while reducing repetitive tasks.
• Test Automation: How AI-powered test case generation, optimization, and self-healing tests are making testing more efficient and effective.
• Visual Testing: Explore the emerging capabilities of AI in visual testing and how it's set to revolutionize UI verification.
• Inflectra's AI Solutions: See demonstrations of Inflectra's cutting-edge AI tools like the ChatGPT plugin and Azure Open AI platform, designed to streamline your testing process.
Whether you're a developer, tester, or QA professional, this webinar will give you valuable insights into how AI is shaping the future of software delivery.
Essentials of Automations: Optimizing FME Workflows with ParametersSafe Software
Are you looking to streamline your workflows and boost your projects’ efficiency? Do you find yourself searching for ways to add flexibility and control over your FME workflows? If so, you’re in the right place.
Join us for an insightful dive into the world of FME parameters, a critical element in optimizing workflow efficiency. This webinar marks the beginning of our three-part “Essentials of Automation” series. This first webinar is designed to equip you with the knowledge and skills to utilize parameters effectively: enhancing the flexibility, maintainability, and user control of your FME projects.
Here’s what you’ll gain:
- Essentials of FME Parameters: Understand the pivotal role of parameters, including Reader/Writer, Transformer, User, and FME Flow categories. Discover how they are the key to unlocking automation and optimization within your workflows.
- Practical Applications in FME Form: Delve into key user parameter types including choice, connections, and file URLs. Allow users to control how a workflow runs, making your workflows more reusable. Learn to import values and deliver the best user experience for your workflows while enhancing accuracy.
- Optimization Strategies in FME Flow: Explore the creation and strategic deployment of parameters in FME Flow, including the use of deployment and geometry parameters, to maximize workflow efficiency.
- Pro Tips for Success: Gain insights on parameterizing connections and leveraging new features like Conditional Visibility for clarity and simplicity.
We’ll wrap up with a glimpse into future webinars, followed by a Q&A session to address your specific questions surrounding this topic.
Don’t miss this opportunity to elevate your FME expertise and drive your projects to new heights of efficiency.
Accelerate your Kubernetes clusters with Varnish CachingThijs Feryn
A presentation about the usage and availability of Varnish on Kubernetes. This talk explores the capabilities of Varnish caching and shows how to use the Varnish Helm chart to deploy it to Kubernetes.
This presentation was delivered at K8SUG Singapore. See https://feryn.eu/presentations/accelerate-your-kubernetes-clusters-with-varnish-caching-k8sug-singapore-28-2024 for more details.
The Art of the Pitch: WordPress Relationships and SalesLaura Byrne
Clients don’t know what they don’t know. What web solutions are right for them? How does WordPress come into the picture? How do you make sure you understand scope and timeline? What do you do if sometime changes?
All these questions and more will be explored as we talk about matching clients’ needs with what your agency offers without pulling teeth or pulling your hair out. Practical tips, and strategies for successful relationship building that leads to closing the deal.
Kubernetes & AI - Beauty and the Beast !?! @KCD Istanbul 2024Tobias Schneck
As AI technology is pushing into IT I was wondering myself, as an “infrastructure container kubernetes guy”, how get this fancy AI technology get managed from an infrastructure operational view? Is it possible to apply our lovely cloud native principals as well? What benefit’s both technologies could bring to each other?
Let me take this questions and provide you a short journey through existing deployment models and use cases for AI software. On practical examples, we discuss what cloud/on-premise strategy we may need for applying it to our own infrastructure to get it to work from an enterprise perspective. I want to give an overview about infrastructure requirements and technologies, what could be beneficial or limiting your AI use cases in an enterprise environment. An interactive Demo will give you some insides, what approaches I got already working for real.
LF Energy Webinar: Electrical Grid Modelling and Simulation Through PowSyBl -...DanBrown980551
Do you want to learn how to model and simulate an electrical network from scratch in under an hour?
Then welcome to this PowSyBl workshop, hosted by Rte, the French Transmission System Operator (TSO)!
During the webinar, you will discover the PowSyBl ecosystem as well as handle and study an electrical network through an interactive Python notebook.
PowSyBl is an open source project hosted by LF Energy, which offers a comprehensive set of features for electrical grid modelling and simulation. Among other advanced features, PowSyBl provides:
- A fully editable and extendable library for grid component modelling;
- Visualization tools to display your network;
- Grid simulation tools, such as power flows, security analyses (with or without remedial actions) and sensitivity analyses;
The framework is mostly written in Java, with a Python binding so that Python developers can access PowSyBl functionalities as well.
What you will learn during the webinar:
- For beginners: discover PowSyBl's functionalities through a quick general presentation and the notebook, without needing any expert coding skills;
- For advanced developers: master the skills to efficiently apply PowSyBl functionalities to your real-world scenarios.
LF Energy Webinar: Electrical Grid Modelling and Simulation Through PowSyBl -...
CS 354 Pixel Updating
1. CS 354 Pixel Updating Mark Kilgard University of Texas January 26, 2012
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9. A Simplified Graphics Pipeline Application Vertex batching & assembly Triangle assembly Triangle clipping Triangle rasterization Fragment shading Depth testing Color update Application- OpenGL API boundary Framebuffer NDC to window space Got to here in last lecture Depth buffer
26. Fragment Shaders in the Pipeline Geometry Program 3D Application or Game OpenGL API GPU Front End Vertex Assembly Vertex Shader Clipping, Setup, and Rasterization Fragment Shader Texture Fetch Raster Operations Framebuffer Access Memory Interface CPU – GPU Boundary OpenGL 3.3 Attribute Fetch Primitive Assembly Parameter Buffer Read programmable fixed-function Legend
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30. A Simplified Graphics Pipeline Application Vertex batching & assembly Triangle assembly Triangle clipping Triangle rasterization Fragment shading Depth testing Color update Application- OpenGL API boundary Framebuffer NDC to window space Depth buffer Ensure closer objects obscure (hide) more distant objects
31. Depth Buffer Visualized Window-space Z white = 1.0 (far), black = 0.0 (near) Window-space 1-Z white = 0.0 (near), black = 1.0 (far) Depth-tested 3D scene How depth values are really stored in the depth buffer
32. Not Just for View Occlusion Depth Buffers also Useful for Shadow Generation Without Shadows With Shadows Projected Shadow Map Light’s View Light’s View Depth
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35. Depth Test Operation 0.8 0.65 time pixel depth fragment depth 0.65<0.8 is true 0.65 0.72 0.65<0.8 is false 0.65 depth test passes depth test fails
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37. A Simplified Graphics Pipeline Application Vertex batching & assembly Triangle assembly Triangle clipping Triangle rasterization Fragment shading Depth testing Color update Application- OpenGL API boundary Framebuffer NDC to window space Depth buffer Write shaded color to color buffer