Qt 6.2 lts vs. qt 5.15 the big feature parity comparisonQt
We have built Qt 6 as the Productivity Platform for the Future to empower Next-Generation 3D/2D User Experiences with Limitless Scalability. In our upcoming Qt 6.2 long-term supported release, we focus on reaching feature parity with Qt 5.15, long-term stability, 3D graphics, and the continued focus on ease of migration from Qt 5. Join Maurice Kalinowski, Qt's Director of Technical Product Management, in this webinar to get an overview of the scope for the upcoming Qt 6.2 LTS release and see how it goes head-to-head with the final long-term supported release in the Qt 5 series – Qt 5.15. Maurice will take a deep dive into the feature comparison and explain why Qt 6.2 LTS is the next go-to-version of Qt for the next three years. He'll also give special attention to Qt features that have changed between the two versions, such as Qt Quick 3D, Qt Multimedia, and the Qt Extras. We'll discuss: Qt 6.2 LTS overview Qt 6.2 LTS vs. Qt 5.15 LTS What's new: features, modules, and extras Why, When, and How to migrate
Physically Based Lighting in Unreal Engine 4Lukas Lang
Talk held at Unreal Meetup Munich on 15th May 2019.
I talked about some of the theoretical background of physically based lighting, demonstrated a workflow + containing value tables needed to be able to easily use the workflow.
Use Variable Rate Shading (VRS) to Improve the User Experience in Real-Time G...Intel® Software
Variable-rate shading (VRS) is a new feature of Microsoft DirectX* 12 and is supported on the 11th generation of Intel® graphics hardware. Get an overview and learn best practices, recommendations, and how to modify traditional 3D effects to take advantage of VRS.
Slides from Elisabetta Silli's talk in the GDC Europe 2010 panel about level design.
Movie content can be found on:
http://publications.dice.se
Part designer, part producer, programmer and artist, what is it that makes a level designer effective? The short answer: knowing how to balance all of these roles to maximum effect! This session will examine situations from three AAA games, and the specific challenges they brought about and the solutions required to surmount them. Are level design approaches for radically different games inherently similar, or do accepted methods need to be drastically altered to fit the unique nature of the project? An examination of Alan Wake, Mirror's Edge, and Brink will help answer this question, and many others.
Slides by Víctor Garcia about:
Phillip Isola, Jun-Yan Zhu, Tinghui Zhou, Alexei A. Efros, "Image-to-Image Translation Using Conditional Adversarial Networks".
In arxiv, 2016.
https://phillipi.github.io/pix2pix/
We investigate conditional adversarial networks as a general-purpose solution to image-to-image translation problems. These networks not only learn the mapping from input image to output image, but also learn a loss function to train this mapping. This makes it possible to apply the same generic approach to problems that traditionally would require very different loss formulations. We demonstrate that this approach is effective at synthesizing photos from label maps, reconstructing objects from edge maps, and colorizing images, among other tasks. As a community, we no longer hand-engineer our mapping functions, and this work suggests we can achieve reasonable results without hand-engineering our loss functions either.
We investigate conditional adversarial networks as a general-purpose solution to image-to-image translation problems. These networks not only learn the mapping from input image to output image, but also learn a loss function to train this mapping. This makes it possible to apply the same generic approach to problems that traditionally would require very different loss formulations. We demonstrate that this approach is effective at synthesizing photos from label maps, reconstructing objects from edge maps, and colorizing images, among other tasks. As a community, we no longer hand-engineer our mapping functions, and this work suggests we can achieve reasonable results without hand-engineering our loss functions either.
A short course on how to develop AR and VR experiences using Unity. Using Unity 2017.2, Google 1.100 VR SDK, and Vuforia. Taught by Mark Billinghurst on November 7th 2017.
Qt 6.2 lts vs. qt 5.15 the big feature parity comparisonQt
We have built Qt 6 as the Productivity Platform for the Future to empower Next-Generation 3D/2D User Experiences with Limitless Scalability. In our upcoming Qt 6.2 long-term supported release, we focus on reaching feature parity with Qt 5.15, long-term stability, 3D graphics, and the continued focus on ease of migration from Qt 5. Join Maurice Kalinowski, Qt's Director of Technical Product Management, in this webinar to get an overview of the scope for the upcoming Qt 6.2 LTS release and see how it goes head-to-head with the final long-term supported release in the Qt 5 series – Qt 5.15. Maurice will take a deep dive into the feature comparison and explain why Qt 6.2 LTS is the next go-to-version of Qt for the next three years. He'll also give special attention to Qt features that have changed between the two versions, such as Qt Quick 3D, Qt Multimedia, and the Qt Extras. We'll discuss: Qt 6.2 LTS overview Qt 6.2 LTS vs. Qt 5.15 LTS What's new: features, modules, and extras Why, When, and How to migrate
Physically Based Lighting in Unreal Engine 4Lukas Lang
Talk held at Unreal Meetup Munich on 15th May 2019.
I talked about some of the theoretical background of physically based lighting, demonstrated a workflow + containing value tables needed to be able to easily use the workflow.
Use Variable Rate Shading (VRS) to Improve the User Experience in Real-Time G...Intel® Software
Variable-rate shading (VRS) is a new feature of Microsoft DirectX* 12 and is supported on the 11th generation of Intel® graphics hardware. Get an overview and learn best practices, recommendations, and how to modify traditional 3D effects to take advantage of VRS.
Slides from Elisabetta Silli's talk in the GDC Europe 2010 panel about level design.
Movie content can be found on:
http://publications.dice.se
Part designer, part producer, programmer and artist, what is it that makes a level designer effective? The short answer: knowing how to balance all of these roles to maximum effect! This session will examine situations from three AAA games, and the specific challenges they brought about and the solutions required to surmount them. Are level design approaches for radically different games inherently similar, or do accepted methods need to be drastically altered to fit the unique nature of the project? An examination of Alan Wake, Mirror's Edge, and Brink will help answer this question, and many others.
Slides by Víctor Garcia about:
Phillip Isola, Jun-Yan Zhu, Tinghui Zhou, Alexei A. Efros, "Image-to-Image Translation Using Conditional Adversarial Networks".
In arxiv, 2016.
https://phillipi.github.io/pix2pix/
We investigate conditional adversarial networks as a general-purpose solution to image-to-image translation problems. These networks not only learn the mapping from input image to output image, but also learn a loss function to train this mapping. This makes it possible to apply the same generic approach to problems that traditionally would require very different loss formulations. We demonstrate that this approach is effective at synthesizing photos from label maps, reconstructing objects from edge maps, and colorizing images, among other tasks. As a community, we no longer hand-engineer our mapping functions, and this work suggests we can achieve reasonable results without hand-engineering our loss functions either.
We investigate conditional adversarial networks as a general-purpose solution to image-to-image translation problems. These networks not only learn the mapping from input image to output image, but also learn a loss function to train this mapping. This makes it possible to apply the same generic approach to problems that traditionally would require very different loss formulations. We demonstrate that this approach is effective at synthesizing photos from label maps, reconstructing objects from edge maps, and colorizing images, among other tasks. As a community, we no longer hand-engineer our mapping functions, and this work suggests we can achieve reasonable results without hand-engineering our loss functions either.
A short course on how to develop AR and VR experiences using Unity. Using Unity 2017.2, Google 1.100 VR SDK, and Vuforia. Taught by Mark Billinghurst on November 7th 2017.
Implications for computation aesthetics, art market prediction and neuroaesthetics
...
Computational analysis, art market price modeling and generative modeling for visual arts with multidisciplinary approach consisting of neuroaesthetics, computational aesthetics, quant trading and deep learning.
Alternative download link: https://www.dropbox.com/s/gtass3pl7t5metx/visualArtsPredictionSystem.pdf?dl=0
Advanced Deployment Strategies with Kubernetes and IstioCloudOps2005
Jonathan Gold from Container Solutions gave a workshop on advanced deployment strategies with Kubernetes and Istio at the spring 2019 Kubernetes and Cloud Native meetup in Ottawa.
The model/view design pattern is the standard way of separating UI from business logic, especially when the data exchanged is dynamic. In a series of blog posts released in May, we presented an introduction to model/view design and provided an example of how this pattern is leveraged in Qt applications. In this webinar, we will go more in depth, illustrating model/view with a set of two QML programming examples. The first will consider the simple case where data size remains constant. The second will cover the more common situation where data size is dynamic.
Killzone Shadow Fall: Creating Art Tools For A New Generation Of GamesGuerrilla
This talk describes the tool improvements Guerrilla Games implemented to make Killzone Shadow Fall shine on the PlayStation 4. It highlights additions to the Maya pipeline, such as Viewport 2.0, Maya's coupling with in-game updates and in-engine deferred renderer features including real-time shadow-casting, volumetric lighting, hardware instancing, lens flares and color grading.
Slides by Míriam Bellver at the UPC Reading group for the paper:
Liu, Wei, Dragomir Anguelov, Dumitru Erhan, Christian Szegedy, and Scott Reed. "SSD: Single Shot MultiBox Detector." ECCV 2016.
Full listing of papers at:
https://github.com/imatge-upc/readcv/blob/master/README.md
Horizon Zero Dawn: A Game Design Post-MortemGuerrilla
Download the full presentation here: http://www.guerrilla-games.com/read/horizon-zero-dawn-a-game-design-postmortem
Abstract: Going through early prototypes and delving into design decisions and processes that shaped development of the game, this talk gives insight into the journey game design went through while moving from an ambitious paper concept to a finished open world action RPG, with all of the small and large design decisions and choices that have to be made along the way.
CI:CD in Lightspeed with kubernetes and argo cdBilly Yuen
Enterprises have benefited greatly from the elastic scalability and multi-region availability by moving to AWS, but the fundamental deployment model remains the same.
At Intuit, we have adopted k8s as our new saas platform and re-invented our CI/CD pipeline to take full advantage of k8s. In this presentation, we will discuss our journey from Spinnaker to Argo CD.
1. Reduce CI/CD time from 60 minutes to 10 minutes.
2. Reduce production release (or rollback) from 10 minutes to 2 minutes.
3. Enable concurrent deployment using spinnaker and argo cd as HA/DR to safely adopt the new platform with no downtime.
4. Be compatible with the existing application monitoring toolset.
For the full video of this presentation, please visit:
http://www.embedded-vision.com/platinum-members/embedded-vision-alliance/embedded-vision-training/videos/pages/may-2015-embedded-vision-summit-opencv
For more information about embedded vision, please visit:
http://www.embedded-vision.com
Gary Bradski, President and CEO of the OpenCV Foundation, presents the "OpenCV Open Source Computer Vision Library: Latest Developments" tutorial at the May 2015 Embedded Vision Summit.
OpenCV is an enormously popular open source computer vision library, with over 9 million downloads. Originally used mainly for research and prototyping, in recent years OpenCV has increasingly been used in deployed products on a wide range of platforms from cloud to mobile.
The latest version, OpenCV 3.0 is currently in beta, and is a major overhaul, bringing OpenCV up to modern C++ standards and incorporating expanded support for 3D vision. The new release also introduces a modular “contrib” facility that enables independently developed modules to be quickly integrated with OpenCV as needed, providing a flexible mechanism to allow developers to experiment with new techniques before they are officially integrated into the library.
In this talk, Gary Bradski, head of the OpenCV Foundation, provides an insider’s perspective on the new version of OpenCV and how developers can utilize it to maximum advantage for vision research, prototyping, and product development.
Implications for computation aesthetics, art market prediction and neuroaesthetics
...
Computational analysis, art market price modeling and generative modeling for visual arts with multidisciplinary approach consisting of neuroaesthetics, computational aesthetics, quant trading and deep learning.
Alternative download link: https://www.dropbox.com/s/gtass3pl7t5metx/visualArtsPredictionSystem.pdf?dl=0
Advanced Deployment Strategies with Kubernetes and IstioCloudOps2005
Jonathan Gold from Container Solutions gave a workshop on advanced deployment strategies with Kubernetes and Istio at the spring 2019 Kubernetes and Cloud Native meetup in Ottawa.
The model/view design pattern is the standard way of separating UI from business logic, especially when the data exchanged is dynamic. In a series of blog posts released in May, we presented an introduction to model/view design and provided an example of how this pattern is leveraged in Qt applications. In this webinar, we will go more in depth, illustrating model/view with a set of two QML programming examples. The first will consider the simple case where data size remains constant. The second will cover the more common situation where data size is dynamic.
Killzone Shadow Fall: Creating Art Tools For A New Generation Of GamesGuerrilla
This talk describes the tool improvements Guerrilla Games implemented to make Killzone Shadow Fall shine on the PlayStation 4. It highlights additions to the Maya pipeline, such as Viewport 2.0, Maya's coupling with in-game updates and in-engine deferred renderer features including real-time shadow-casting, volumetric lighting, hardware instancing, lens flares and color grading.
Slides by Míriam Bellver at the UPC Reading group for the paper:
Liu, Wei, Dragomir Anguelov, Dumitru Erhan, Christian Szegedy, and Scott Reed. "SSD: Single Shot MultiBox Detector." ECCV 2016.
Full listing of papers at:
https://github.com/imatge-upc/readcv/blob/master/README.md
Horizon Zero Dawn: A Game Design Post-MortemGuerrilla
Download the full presentation here: http://www.guerrilla-games.com/read/horizon-zero-dawn-a-game-design-postmortem
Abstract: Going through early prototypes and delving into design decisions and processes that shaped development of the game, this talk gives insight into the journey game design went through while moving from an ambitious paper concept to a finished open world action RPG, with all of the small and large design decisions and choices that have to be made along the way.
CI:CD in Lightspeed with kubernetes and argo cdBilly Yuen
Enterprises have benefited greatly from the elastic scalability and multi-region availability by moving to AWS, but the fundamental deployment model remains the same.
At Intuit, we have adopted k8s as our new saas platform and re-invented our CI/CD pipeline to take full advantage of k8s. In this presentation, we will discuss our journey from Spinnaker to Argo CD.
1. Reduce CI/CD time from 60 minutes to 10 minutes.
2. Reduce production release (or rollback) from 10 minutes to 2 minutes.
3. Enable concurrent deployment using spinnaker and argo cd as HA/DR to safely adopt the new platform with no downtime.
4. Be compatible with the existing application monitoring toolset.
For the full video of this presentation, please visit:
http://www.embedded-vision.com/platinum-members/embedded-vision-alliance/embedded-vision-training/videos/pages/may-2015-embedded-vision-summit-opencv
For more information about embedded vision, please visit:
http://www.embedded-vision.com
Gary Bradski, President and CEO of the OpenCV Foundation, presents the "OpenCV Open Source Computer Vision Library: Latest Developments" tutorial at the May 2015 Embedded Vision Summit.
OpenCV is an enormously popular open source computer vision library, with over 9 million downloads. Originally used mainly for research and prototyping, in recent years OpenCV has increasingly been used in deployed products on a wide range of platforms from cloud to mobile.
The latest version, OpenCV 3.0 is currently in beta, and is a major overhaul, bringing OpenCV up to modern C++ standards and incorporating expanded support for 3D vision. The new release also introduces a modular “contrib” facility that enables independently developed modules to be quickly integrated with OpenCV as needed, providing a flexible mechanism to allow developers to experiment with new techniques before they are officially integrated into the library.
In this talk, Gary Bradski, head of the OpenCV Foundation, provides an insider’s perspective on the new version of OpenCV and how developers can utilize it to maximum advantage for vision research, prototyping, and product development.
Lecture 4 from the COSC 426 graduate class on Augmented Reality. Taught by Mark Billinghurst from the HIT Lab NZ at the University of Canterbury. August 1st 2012
Which type of software metric focuses on the efficiency of the development process itself?
*
1 point
a) Process Metric
b) Product Metric
c) Project Metric
d) User Experience Metric
Figma basics: Creating basic responsive elements like
buttons, input elements, etc. to understand frames,
groups, layout, constraints, texts, vector, color palette,
etc.
Figma basics: Creating basic responsive elements like
buttons, input elements, etc. to understand frames,
groups, layout, constraints, texts, vector, color palette,
etc.
Figma basics: Creating basic responsive elements like
buttons, input elements, etc. to understand frames,
groups, layout, constraints, texts, vector, color palette,
etc.
Figma basics: Creating basic responsive elements like
buttons, input elements, etc. to understand frames,
groups, layout, constraints, texts, vector, color palette,
etc.
Figma basics: Creating basic responsive elements like
buttons, input elements, etc. to understand frames,
groups, layout, constraints, texts, vector, color palette,
etc.
Figma basics: Creating basic responsive elements like
buttons, input elements, etc. to understand frames,
groups, layout, constraints, texts, vector, color palette,
etc.
Figma basics: Creating basic responsive elements like
buttons, input elements, etc. to understand frames,
groups, layout, constraints, texts, vector, color palette,
etc.
Figma basics: Creating basic responsive elements like
buttons, input elements, etc. to understand frames,
groups, layout, constraints, texts, vector, color palette,
etc.
Figma basics: Creating basic responsive elements like
buttons, input elements, etc. to understand frames,
groups, layout, constraints, texts, vector, color palette,
etc.
Figma basics: Creating basic responsive elements like
buttons, input elements, etc. to understand frames,
groups, layout, constraints, texts, vector, color palette,
etc.
Figma basics: Creating basic responsive elements like
buttons, input elements, etc. to understand frames,
groups, layout, constraints, texts, vector, color palette,
etc.
Figma basics: Creating basic responsive elements like
buttons, input elements, etc. to understand frames,
groups, layout, constraints, texts, vector, color palette,
etc.
Figma basics: Creating basic responsive elements like
buttons, input elements, etc. to understand frames,
groups, layout, constraints, texts, vector, color palette,
etc.
Figma basics: Creating basic responsive elements like
buttons, input elements, etc. to understand frames,
groups, layout, constraints, texts, vector, color palette,
etc.
Figma basics: Creating basic responsive elements like
buttons, input elements, etc. to understand frames,
groups, layout, constraints, texts,Figma basics: Creating basic responsive elements like
buttons, input elements, etc. to understand frames,
groups, layout, constraints, texts, vector, color palette,
etc.
vector, color palette,
etc.
Figma basics: Creating basic responsive elementsF
The third lecture in the COSC 426 graduate class on Augmented Reality taught by Mark Billinghurst at the HIT Lab NZ. This lecture is on AR Developer tools.
Intel IPP Samples for Windows - error correctionPVS-Studio
This is one of my posts on how PVS-Studio makes programs safer. That is where and what types of errors it detects. This time it is samples demonstrating handling of the IPP 7.0 library (Intel Performance Primitives Library) we are going to examine.
This is a new piece of our series of articles about using the PVS-Studio static analyzer with cloud CI systems. Today we are going to look at another service, CircleCI. We'll take the Kodi media player application as a test project and see if we can find any interesting bugs in its source code.
For the full video of this presentation, please visit:
https://www.embedded-vision.com/platinum-members/intel/embedded-vision-training/videos/pages/may-2017-embedded-vision-summit-pisarevsky
For more information about embedded vision, please visit:
http://www.embedded-vision.com
Vadim Pisarevsky, Software Engineering Manager at Intel, presents the "Making OpenCV Code Run Fast" tutorial at the May 2017 Embedded Vision Summit.
OpenCV is the de facto standard framework for computer vision developers, with a 16+ year history, approximately one million lines of code, thousands of algorithms and tens of thousands of unit tests. While OpenCV delivers decent performance out-of-the-box for some classical algorithms on desktop PCs, it lacks sufficient performance when using some modern algorithms, such as deep neural networks, and when running on embedded platforms. Pisarevsky examines current and forthcoming approaches to performance optimization of OpenCV, including the existing OpenCL-based transparent API, newly added support for OpenVX, and early experimental results using Halide.
He demonstrates the use of the OpenCL-based transparent API on a popular CV problem: pedestrian detection. Because OpenCL does not provide good performance-portability, he explores additional approaches. He discusses how OpenVX support in OpenCV accelerates image processing pipelines and deep neural network execution. He also presents early experimental results using Halide, which provides a higher level of abstraction and ease of use, and is being actively considered for future support in OpenCV.
Similar to OpenCV 3.0 - Latest news and the Roadmap (20)
Explore the innovative world of trenchless pipe repair with our comprehensive guide, "The Benefits and Techniques of Trenchless Pipe Repair." This document delves into the modern methods of repairing underground pipes without the need for extensive excavation, highlighting the numerous advantages and the latest techniques used in the industry.
Learn about the cost savings, reduced environmental impact, and minimal disruption associated with trenchless technology. Discover detailed explanations of popular techniques such as pipe bursting, cured-in-place pipe (CIPP) lining, and directional drilling. Understand how these methods can be applied to various types of infrastructure, from residential plumbing to large-scale municipal systems.
Ideal for homeowners, contractors, engineers, and anyone interested in modern plumbing solutions, this guide provides valuable insights into why trenchless pipe repair is becoming the preferred choice for pipe rehabilitation. Stay informed about the latest advancements and best practices in the field.
Hybrid optimization of pumped hydro system and solar- Engr. Abdul-Azeez.pdffxintegritypublishin
Advancements in technology unveil a myriad of electrical and electronic breakthroughs geared towards efficiently harnessing limited resources to meet human energy demands. The optimization of hybrid solar PV panels and pumped hydro energy supply systems plays a pivotal role in utilizing natural resources effectively. This initiative not only benefits humanity but also fosters environmental sustainability. The study investigated the design optimization of these hybrid systems, focusing on understanding solar radiation patterns, identifying geographical influences on solar radiation, formulating a mathematical model for system optimization, and determining the optimal configuration of PV panels and pumped hydro storage. Through a comparative analysis approach and eight weeks of data collection, the study addressed key research questions related to solar radiation patterns and optimal system design. The findings highlighted regions with heightened solar radiation levels, showcasing substantial potential for power generation and emphasizing the system's efficiency. Optimizing system design significantly boosted power generation, promoted renewable energy utilization, and enhanced energy storage capacity. The study underscored the benefits of optimizing hybrid solar PV panels and pumped hydro energy supply systems for sustainable energy usage. Optimizing the design of solar PV panels and pumped hydro energy supply systems as examined across diverse climatic conditions in a developing country, not only enhances power generation but also improves the integration of renewable energy sources and boosts energy storage capacities, particularly beneficial for less economically prosperous regions. Additionally, the study provides valuable insights for advancing energy research in economically viable areas. Recommendations included conducting site-specific assessments, utilizing advanced modeling tools, implementing regular maintenance protocols, and enhancing communication among system components.
Final project report on grocery store management system..pdfKamal Acharya
In today’s fast-changing business environment, it’s extremely important to be able to respond to client needs in the most effective and timely manner. If your customers wish to see your business online and have instant access to your products or services.
Online Grocery Store is an e-commerce website, which retails various grocery products. This project allows viewing various products available enables registered users to purchase desired products instantly using Paytm, UPI payment processor (Instant Pay) and also can place order by using Cash on Delivery (Pay Later) option. This project provides an easy access to Administrators and Managers to view orders placed using Pay Later and Instant Pay options.
In order to develop an e-commerce website, a number of Technologies must be studied and understood. These include multi-tiered architecture, server and client-side scripting techniques, implementation technologies, programming language (such as PHP, HTML, CSS, JavaScript) and MySQL relational databases. This is a project with the objective to develop a basic website where a consumer is provided with a shopping cart website and also to know about the technologies used to develop such a website.
This document will discuss each of the underlying technologies to create and implement an e- commerce website.
CFD Simulation of By-pass Flow in a HRSG module by R&R Consult.pptxR&R Consult
CFD analysis is incredibly effective at solving mysteries and improving the performance of complex systems!
Here's a great example: At a large natural gas-fired power plant, where they use waste heat to generate steam and energy, they were puzzled that their boiler wasn't producing as much steam as expected.
R&R and Tetra Engineering Group Inc. were asked to solve the issue with reduced steam production.
An inspection had shown that a significant amount of hot flue gas was bypassing the boiler tubes, where the heat was supposed to be transferred.
R&R Consult conducted a CFD analysis, which revealed that 6.3% of the flue gas was bypassing the boiler tubes without transferring heat. The analysis also showed that the flue gas was instead being directed along the sides of the boiler and between the modules that were supposed to capture the heat. This was the cause of the reduced performance.
Based on our results, Tetra Engineering installed covering plates to reduce the bypass flow. This improved the boiler's performance and increased electricity production.
It is always satisfying when we can help solve complex challenges like this. Do your systems also need a check-up or optimization? Give us a call!
Work done in cooperation with James Malloy and David Moelling from Tetra Engineering.
More examples of our work https://www.r-r-consult.dk/en/cases-en/
NO1 Uk best vashikaran specialist in delhi vashikaran baba near me online vas...Amil Baba Dawood bangali
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Immunizing Image Classifiers Against Localized Adversary Attacksgerogepatton
This paper addresses the vulnerability of deep learning models, particularly convolutional neural networks
(CNN)s, to adversarial attacks and presents a proactive training technique designed to counter them. We
introduce a novel volumization algorithm, which transforms 2D images into 3D volumetric representations.
When combined with 3D convolution and deep curriculum learning optimization (CLO), itsignificantly improves
the immunity of models against localized universal attacks by up to 40%. We evaluate our proposed approach
using contemporary CNN architectures and the modified Canadian Institute for Advanced Research (CIFAR-10
and CIFAR-100) and ImageNet Large Scale Visual Recognition Challenge (ILSVRC12) datasets, showcasing
accuracy improvements over previous techniques. The results indicate that the combination of the volumetric
input and curriculum learning holds significant promise for mitigating adversarial attacks without necessitating
adversary training.
Overview of the fundamental roles in Hydropower generation and the components involved in wider Electrical Engineering.
This paper presents the design and construction of hydroelectric dams from the hydrologist’s survey of the valley before construction, all aspects and involved disciplines, fluid dynamics, structural engineering, generation and mains frequency regulation to the very transmission of power through the network in the United Kingdom.
Author: Robbie Edward Sayers
Collaborators and co editors: Charlie Sims and Connor Healey.
(C) 2024 Robbie E. Sayers
Industrial Training at Shahjalal Fertilizer Company Limited (SFCL)MdTanvirMahtab2
This presentation is about the working procedure of Shahjalal Fertilizer Company Limited (SFCL). A Govt. owned Company of Bangladesh Chemical Industries Corporation under Ministry of Industries.
5. • Street View Panorama (Google, other projects)
• Vision system of the PR2 robot (Willow Garage)
• Robots for Mars exploration (NASA)
• Quality control of the production of coins (China)
Applications
9. Do you know that OpenCV
• Uses Git ‘master’ branch for 3.0 preparation. Use ‘2.4’,
if you don’t want to be pre-alpha tester.
• Will drop C API support soon. C++ is much better.
• Maintains binary compatibility for minor releases.
And we will likely adopt semantic versioning.
Given a version MAJOR.MINOR.PATCH:
– MAJOR – incompatible API changes
– MINOR – new functionality, that is backwards-compatible
– PATCH – backwards-compatible bug fixes.
• Features mature infrastructure for regression,
accuracy and performance testing.
• Needs you support.
13. Your application
Dependencies:
Eigen, IPP, JPEG, PNG,
Jasper, multimedia
TBB
OpenCV Environment
x86, x64 ARMGPU
Windows Linux Mac OSX
MIPS
CUDA OpenCL SSE, AVX
AndroidiOS WinRT
NEON
GCDConcurrency
Python Java
C
cv::parallel_for_
OpenCV
Acceleration
API
Hardware
Operating
System
Threading
API
Bindings
Library
17. OpenCV Roadmap
• Closing 2.4 series
– 2.4.7 in Oct
– 2.4.8 in Feb (the last maintenance release)
• Starting 3.0 series
– 3.0-alpha in Oct
– 3.0-beta in Dec
– 3.0 final in Feb
18. General
1. Alex Leontiev, Generic numerical optimization module
2. Antonella Cascitelli, Long-term optical tracking API in OpenCV
3. Lluís Gómez i Bigordà, Implementation of Neumann & Matas algorithm for
scene text detection and recognition
4. Digvijay Singh, Fast and Robust 1D and 2D Barcode Detection and
Rectification
5. Juan Manuel Perez Rua, Implementation and Validation of the Shape
Context Descriptor
6. Daniel Angelov, Line Segment Detection
Bindings
1. Hilton Bristow, MATLAB Code Generator for OpenCV
2. Oli Wilkie, OpenCV for Android: Augmented Reality Sample
3. Abid Rahman, Python Tutorials
19. 3D
1. Di YANG, SfM integration: PTAM implementation project
2. Ozan Tonkal, Visualizer for SfM
3. Gurpinder Singh Sandhu, Hand Tracking with Kinect
Computational Photography
1. Fedor Morozov, High Dynamic Range imaging
2. Rahul Verma, Implementing Exemplar-Based (Patch Propagation)
Image Inpainting in OpenCV
3. Takahito Aoto, Photometric calibration for imaging devices
21. API changes in 3.0
Migration should be smooth!
• Mostly cleanings
– Refined C++ API
– Use cv::Algorithm everywhere
• API changes
– C API will be marked as deprecated
– Old Python API will be deprecated
– Monstrous modules will be split into micromodules
– Extra modules
22. Extra modules
Possibility to add new modules
without putting them into the OpenCV tree:
opencv/
modules/
core/
include/, doc/, src/, test/, …
CMakeLists.txt
imgproc
…
my_extra_modules/
sfm/
include/, doc/, src/, test/, …
CMakeLists.txt
…
$ cmake –D OPENCV_EXTRA_MODULES_PATH=~/my_extra_modules …
Experimental or
proprietary code.
23. Acceleration in 3.0
• Sufficiently improved CUDA and OpenCL modules
– Mobile CUDA support
– Universal OpenCL binaries (CPU, GPU)
• Hardware Abstraction Layer (HAL)
– IPP, FastCV-like low-level API to accelerate
OpenCV on different HW
• Open-source NEON optimizations
– iOS, Android, Embedded, but not yet confirmed
24. Library’s future
• More functionality
– Flat architecture, modules with single responsibility
• Better performance
– HW vendors are primary sponsors
• New platforms
– WinRT, QNX (BlackBerry)
• New bindings
– C# (official support), JavaScript, Haskell, D, …