zdelta | zdelta delta-compression library | Machine Learning library

 by   snej C Version: Current License: Non-SPDX

kandi X-RAY | zdelta Summary

kandi X-RAY | zdelta Summary

zdelta is a C library typically used in Artificial Intelligence, Machine Learning applications. zdelta has no bugs, it has no vulnerabilities and it has low support. However zdelta has a Non-SPDX License. You can download it from GitHub.

Zdelta is a delta-compression engine. Given two data blobs, a source and a target, it computes the differences between them and encodes that into an output blob called a delta. The delta isn't human-readable (and it should be treated as opaque by client programs), but the great thing about it is that it's usually much, much smaller than the target.
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              zdelta has a low active ecosystem.
              It has 18 star(s) with 8 fork(s). There are 4 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              There are 0 open issues and 1 have been closed. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of zdelta is current.

            kandi-Quality Quality

              zdelta has no bugs reported.

            kandi-Security Security

              zdelta has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.

            kandi-License License

              zdelta has a Non-SPDX License.
              Non-SPDX licenses can be open source with a non SPDX compliant license, or non open source licenses, and you need to review them closely before use.

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              zdelta releases are not available. You will need to build from source code and install.
              Installation instructions are not available. Examples and code snippets are available.

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            zdelta Key Features

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            zdelta Examples and Code Snippets

            No Code Snippets are available at this moment for zdelta.

            Community Discussions

            QUESTION

            Three.js moving the camera left and right side of the scene
            Asked 2020-Mar-06 at 12:50

            I am working on a three.js prototype in which a 3d model of the train is added to the scene. My requirement is to move the camera either left / right side of the scene to view the complete train.

            I tried using below code -

            ...

            ANSWER

            Answered 2020-Mar-06 at 12:50

            Using a keydown event listener is definitely the right approach. Try it with this code:

            Source https://stackoverflow.com/questions/60189897

            QUESTION

            Create wParam for GET_WHEEL_DELTA_WPARAM
            Asked 2020-Jan-18 at 00:12

            If I scroll a window using the computer mouse, I get the following Spy++ results:

            ...

            ANSWER

            Answered 2020-Jan-12 at 01:24

            Since you don't have ByVal for pSource, you either shouldn't use VarPtr for foo(0), or you should pass it explicitly ByVal: CopyMemory lRet, ByVal VarPtr(foo(0))... or CopyMemory lRet, foo(0)...

            Also, you have foo() As Integer, but you assign Long variables to its contents. Are you sure that's what you want?

            Source https://stackoverflow.com/questions/59688228

            QUESTION

            Three.js: Sampling from heightmap with Points
            Asked 2019-Apr-23 at 17:48

            I'm trying to sample from a heightmap to position the z coordinate of some points but am evidently making an elementary mistake. Here's my scene:

            ...

            ANSWER

            Answered 2019-Apr-23 at 17:48

            The formula to calculate the index of a pixel in the 2 dimensional height map image is

            Source https://stackoverflow.com/questions/55815951

            QUESTION

            Three.js: using RawShaderMaterial with LineSegments
            Asked 2019-Apr-21 at 09:37

            I am working on a three.js scene that renders points and line segments. The scene renders fine if I use a LineBasicMaterial material for the lines:

            ...

            ANSWER

            Answered 2019-Apr-21 at 09:37

            I think this happens because you are using gl_PointCoord in the fragment shader although you are not rendering points but lines. If I remove the following two lines of code, your lines are rendered:

            Source https://stackoverflow.com/questions/55777403

            QUESTION

            Three.js: Raycasting with Points, InstancedBufferGeometry, and RawShaderMaterial (GPU Picking)
            Asked 2018-Aug-30 at 22:05

            I'm working on a scene in which I'm using Points, InstancedBufferGeometry, and a RawShaderMaterial. I'd like to add raycasting to the scene, such that when a point is clicked I can figure out which point was clicked.

            In previous scenes [example], I've been able to determine which point was clicked by accessing the .index attribute of the match returned by the raycaster.intersectObject() call. With the geometry and material below, though, the index is always 0.

            Does anyone know how I can determine which of the points was clicked in the scene below? Any help others can offer on this question would be very appreciated.

            ...

            ANSWER

            Answered 2018-Aug-09 at 16:06

            One solution is to use the technique sometimes referred to as GPU Picking.

            First study https://threejs.org/examples/webgl_interactive_cubes_gpu.html.

            Once you understand the concept, study https://threejs.org/examples/webgl_interactive_instances_gpu.html.

            Another solution is to replicate on the CPU the instancing logic implemented on the GPU. You would do so in your raycast() method. Whether it is worth it depends on the complexity of your use case.

            three.js r.95

            Source https://stackoverflow.com/questions/51768396

            QUESTION

            Three.js: Setting `texture.needsUpdate = true` is very slow
            Asked 2018-Jul-26 at 15:26

            I'm working on a Three.js scene in which I'd like to update some textures after some time. I'm finding that updating the textures is very slow, however, and drags FPS to only 1-2 FPS for several seconds (when updating just a single texture).

            Is there anything one can do to expedite texture updates? Any insights others can offer on this question would be very appreciated.

            To see this behavior, click the window of the example below. This will load the first texture update (another click will trigger the second texture update). If you try to zoom after one of these clicks, you'll find the screen freezes and the FPS will drop terribly. Does anyone know how to fix this problem?

            ...

            ANSWER

            Answered 2018-Jul-26 at 15:26

            Your canvases are 16384 by 16384. That's basically insanely large.

            For RGBA format, that is 1073741824 bytes.. a gigabyte of texture data that is getting sent to your GPU from the CPU when you set that texture.needsUpdate = true

            You will definitely notice this getting uploaded to the card.

            If your use case absolutely requires textures that large.. then you may need to consider doing incremental updates via gl.texSubImage2D, or using a bunch of smaller textures and only updating one of the per frame, or only updating those textures at the start of your app, and not thereafter.

            For reference, there are very few cases i've seen where textures > 4k per side are needed.

            And that is about 1/16th the size of your textures.

            This has nothing to do with three.js btw. It's a fundamental characteristic of GPU/CPU interaction. Uploads and state changes are slow and have to be carefully orchestrated and monitored.

            Source https://stackoverflow.com/questions/51542159

            QUESTION

            Three.js: Update texture passed as RawShaderMaterial uniform after initial render
            Asked 2018-Jul-26 at 14:03

            I have a Three.js scene that passes a canvas as a uniform to a RawShaderMaterial. After the initial scene renders, I alter the canvas (in the case below, I just paint the canvas red). I then indicate that the shaderMaterial .needsUpdate = true; but no color appears on the points.

            Color does appear on the points if I move the ctx.fill(); loop above the var material = declaration.

            Does anyone know what one must do to update a canvas after the initial render when using the RawShaderMaterial? Any help others can offer would be hugely helpful!

            ...

            ANSWER

            Answered 2018-Jul-26 at 14:03

            Ah, one must reassign the value of the uniform (stored in the material) and then mark the material as needing an update:

            Source https://stackoverflow.com/questions/51540596

            QUESTION

            Three.js: Update geometry attributes when using RawShaderMaterial
            Asked 2018-Jul-25 at 22:56

            I have a Three.js scene that passes a few attributes to a RawShaderMaterial. After the initial render, I'd like to update some attributes, but haven't been able to figure out how to do so.

            Here's a sample scene (fiddle):

            ...

            ANSWER

            Answered 2018-Jul-25 at 22:56

            It seems to update a buffer attribute (or indexed buffer attribute) one can set the .dynamic property of that buffer to true, manually mutate the buffer, then set the .needsUpdate attribute of the buffer to true.

            In this updated demo, after clicking the scene, the buffer attribute texIdx is updated such that all points have texIdx == 0:

            Source https://stackoverflow.com/questions/51528502

            QUESTION

            Three.js Points with multiple textures
            Asked 2018-Jul-10 at 20:18

            I am working on a Three.js scene in which I'd like to use many points with different textures. However, so far I haven't been able to change textures in my fragment shader. Despite the fact that the points in the following scene should alternate between texture 0 (a cat) and 1 (a dog), all points show the same texture:

            ...

            ANSWER

            Answered 2018-Jul-10 at 20:18

            In case others end up here facing the same trouble I had, I wanted to say that the above example was a simplified version of a larger scene. In that other scene, I was passing in an attribute texture but I was initializing the attribute as textureIndex inside the vertex shader. I then passed the textureIndex to the fragment shader as a varying, where it always equalled 0. So the moral of the story is -- if you try to read from an attribute that isn't passed to the vertex shader, that value evidently equates to zero. It would be great if this threw an error instead.

            In the silly example above I had commented out the varying declaration in the fragment shader. This is fixed:

            Source https://stackoverflow.com/questions/51272621

            QUESTION

            Three.js: Increase point size as camera gets closer to point
            Asked 2018-Jul-06 at 18:28

            I am working on a scene (easier to see on bl.ocks.org than below) in Three.js that would benefit greatly from using points as the rendering primitive, as there are ~200,000 quads to represent, and representing those quads with points would take 4 times fewer vertices, which means fewer draw calls and higher FPS.

            Now I'm trying to make the points larger as the camera gets closer to a given point. If you zoom straight in within the scene below, you should see this works fine. But if you drag the camera to the left or right, the points gradually grow smaller, despite the fact that the camera's proximity to the points seems constant. My intuition says the problem must be in the vertex shader, which sets gl_PointSize:

            ...

            ANSWER

            Answered 2018-Jul-06 at 16:43

            This is due to the distortion caused by rectilinear projection, which takes the depth value of each point (the "proximity distance" you were referring to) to be its Z (or Y) coordinate in camera space; you are instead taking this to be the Euclidean distance from the camera's position.

            The diagram illustrates that, as you move the camera's axis away from the point, the distance delta increases (the point shrinks) while the depth value (the "apparent proximity") stays constant. To fix this, just replace delta with the depth value project[2] (or [1] - I forgot which one OpenGL uses).

            Note that if your modelViewMatrix is set up correctly according to convention, you shouldn't subtract by cameraPosition.

            Source https://stackoverflow.com/questions/51214088

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network

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            You can download it from GitHub.

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