deformer | ACL 2020 ] DeFormer : Decomposing Pre | Natural Language Processing library

 by   StonyBrookNLP Python Version: v1.0 License: MIT

kandi X-RAY | deformer Summary

kandi X-RAY | deformer Summary

deformer is a Python library typically used in Artificial Intelligence, Natural Language Processing, Bert, Neural Network, Transformer applications. deformer has no bugs, it has no vulnerabilities, it has build file available, it has a Permissive License and it has low support. You can download it from GitHub.

This repo is the code for the DeFormer paper (Accepted to ACL 2020).
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              deformer has a low active ecosystem.
              It has 117 star(s) with 15 fork(s). There are 23 watchers for this library.
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              It had no major release in the last 12 months.
              There are 4 open issues and 7 have been closed. On average issues are closed in 24 days. There are 5 open pull requests and 0 closed requests.
              It has a neutral sentiment in the developer community.
              The latest version of deformer is v1.0

            kandi-Quality Quality

              deformer has no bugs reported.

            kandi-Security Security

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

            kandi-License License

              deformer is licensed under the MIT License. This license is Permissive.
              Permissive licenses have the least restrictions, and you can use them in most projects.

            kandi-Reuse Reuse

              deformer releases are available to install and integrate.
              Build file is available. You can build the component from source.
              Installation instructions, examples and code snippets are available.

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            Community Discussions

            QUESTION

            FBX - In a FBX file, which data should I use to build the skeleton of a model and animate it?
            Asked 2021-May-24 at 19:19

            For learning purposes, I'm writing a FBX file reader in c++, in order to understand how this kind of 3D models are working. I must specify that I already successfully wrote a .x file reader in the past, so I'm comfortable with concepts like skeleton, bones and skin weights.

            At this point I wrote a code able to read and parse the FBX file content, and extract and show the basic model in its T pose. I also assume that I correctly understood the way the FBX data are structured, and how to link the elements together and rebuild the important hierarchies like the skeleton.

            However I'm a little puzzled about which data I need to use for the bones and animations. About the first ones I have a hierarchy of deformers, which each contains more or less data like that:

            ...

            ANSWER

            Answered 2021-May-24 at 19:19

            So after a month of search and headache, I finally managed to understand how all these data were working together.

            The "Lcl Translation" and "Lcl Rotation" contained in the Model structure represent a bone in the skeleton, once combined into a matrix. The models hierarchy is the skeleton itself.

            The TransformLink matrix contained in the Deformer structure is the matrix to combine with the bone matrix, to transform each vertex to their final location. Note that this matrix should be inverted before be used.

            Finally the AnimationCurve structures linked with a parent AnimationCurveNode contain the new values to apply to each bone matrix they are linked with. They contain the 3 x, y and z values which represent a new local translation or rotation over the time, where "AnimCurveNode::T" represents a translation while "AnimCurveNode::R" represents a rotation.

            I couldn't find any usage for the Transform matrix contained in the Deformer structure, as well as for the PoseNode hierarchy.

            If you're interested by the final result, my FBX reader project is available here: https://github.com/Jeanmilost/Demos/tree/master/Visual%20Studio/OpenGL/FBX

            Source https://stackoverflow.com/questions/67337479

            QUESTION

            Maya : Grass generator python
            Asked 2020-Jun-18 at 04:42

            Hi guys i am trying to create a grass generator that take a cone, deform it, duplicate it, and then spread it randomly on the geometry that i selected, using maya python.

            i am a beginner, i only reached to the duplication part, how can i spread the blades(grass) on a surface ???,thank you !

            ...

            ANSWER

            Answered 2020-Jun-18 at 04:42

            There's definitely lots of different approaches you can take to scatter objects on a surface. You can use geometry and normal constraints. There's MASH's framework. But I think using a follicle is easy enough and requires less overhead. The only catch is that the surface must have uvs as this is how we'll move the follicle around.

            So here's what I'm suggesting:

            1. Create a follicle, and connect it to the surface you want to scatter onto.
            2. Create your grass object.
            3. Each time you instance a new grass, pick a random uv for the follicle to pop to. This will align it to the face's position and normal.
            4. Use the follicle's transform to move/rotate your grass to.
            5. Rinse and repeat steps 3 & 4.

            Here's a full example:

            Source https://stackoverflow.com/questions/62422177

            QUESTION

            HTML Save WebGL Canvas as Image
            Asked 2020-Jan-20 at 01:26

            I am using https://github.com/auduno/clmtrackr

            I am trying to get the image to be saved from the following example: https://github.com/auduno/clmtrackr/blob/dev/examples/facedeform.html

            The issue is that I have obviously tried "canvas.dataToURL()". I can get the video of the webcam as an image; however, the overlay image is always transparent.

            I attempted using the texture to draw on a canvas, but that also didn't work....

            I have an example here: https://codepen.io/msj121/pen/RgXjYK

            I want to save the whole image with overlay to a png, like "dataToURL" I suppose.

            ...

            ANSWER

            Answered 2017-Jul-20 at 18:56

            The reason the webgl canvas is blank has been answered at least 10 times here on stackoverflow

            Saving canvas to image via canvas.toDataURL results in black rectangle

            Canvas toDataURL() returns blank image only in Firefox

            toDataURL() of webgl canvas returning transparent image

            Why does my canvas go blank after converting to image?

            I know there's several more but I'm too lazy to search for all of them

            The only reason I didn't mark this as a duplicate is because you wanted 1 png from 2 canvases.

            If you want just 1 png then you need to capture from one canvas. So, draw the WebGL canvas into the video canvas then call toDataURL on the video canvas.

            Source https://stackoverflow.com/questions/45221542

            QUESTION

            Trying to deform any mesh into a sphere. How to translate the vertex position to lie on a sphere?
            Asked 2019-Apr-22 at 18:51

            I am trying to write a deformer script for maya, using the maya API which deforms any mesh into a sphere by translating it's vertices.

            What i already have is a deformer which translates every vertex of mesh in the direction of it's normal with the amount specified. This is done using the below equation.

            ...

            ANSWER

            Answered 2019-Apr-22 at 18:51

            About the direction:

            I think your line : point += (Center - point) * bulgeAmount * w * env;

            is a good starting point. But instead of using (Center - point), you should use its opposite, (point-Center) and normalize it before using it. If you don't use a normalized version of this (point-Center) vector, every vertex will be translated to a wrong position.

            About your variation between 0.0 (original) to 1.0 (sphere):

            If Po is the original position
            If Pf is the final position
            If d is the original distance between the point Po and the Center C: d=norm(Center - point) = norm(C-Po)
            If Direction is (Center - point)/d (so normalized, as explained above)

            What we want:
            At r=0.0 your vertex must stay at its original position: Pf = Center + Direction * d

            At r=1.0 your vertex must stick to the sphere of radius R: Pf = Center + Direction * R

            And if we generalize:

            Pf = C + Direction * ( r*R + (1-r)*d )

            With d = norm(C-Po)
            Direction = (C-Po)/d
            R the radius of your sphere
            and r a user param between [0.0; 1.0]

            Not sure I am clear enough, I'm not used neither to answer here :) Best

            Source https://stackoverflow.com/questions/55798863

            QUESTION

            Maya python finding closest vertex to copy deformer map from one geometry to another
            Asked 2018-Jul-05 at 09:06

            I'm trying to copy a deformer's map from one geometry to another based off proximity.

            Eg I have sphere1 with 10x10 subdivision and has a radius 1 which has a cluster deformer on it with a painted map that's and another sphere, sphere2 with 30x30 subdivision in the same area but with radius 1.1. I want to apply the same cluster that's affecting sphere1 on sphere2 with the same map. I can't figure out how to get the map over so I figured if I can get the vertices of sphere2 closest to a vertex in sphere1, I can apply that vertex value to sphere2's vertices.

            If there is an easier way of doing this, I am all ears. Just couldn't think of any other logic to use in this scenario.

            Cheers!!

            PS. I have seen a script of the same thing with API but my API knowledge is next to 0 and don't want to use that and not know how to improve on it. I'm trying to learn and not copy paste code without knowing why.

            ...

            ANSWER

            Answered 2018-Jul-05 at 09:06

            You can use this node. You just have to loop sphere1 vertices to the inPosition value and getAttr the closestVertexIndex attribute : https://download.autodesk.com/us/maya/2008help/Nodes/closestPointOnMesh.html

            but you will have to make both of your spheres to have the same center

            another solution : another solution could be : if you have the same uvs on spheres, you could be transfering the weight by evaluating uv coordinate. Or even outputing a texture and sampling the picture to get values back on another sphere.

            Source https://stackoverflow.com/questions/51180023

            QUESTION

            select nonlinear deformers input node and set keyframe in maya using python?
            Asked 2018-Jul-04 at 08:32

            I want to select and set a key frame in a nonlinear deformers in maya using python script.

            What I had tried and failed obviously is based on the knowledge i had on these command.

            ...

            ANSWER

            Answered 2018-Jul-04 at 08:32

            Just realized that you use "bend1.curvature" as attribute name, here it works if I use only the attribute without "bend1." as attribute name.

            Source https://stackoverflow.com/questions/51167870

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

            Vulnerabilities

            No vulnerabilities reported

            Install deformer

            Tested on Ubuntu 16.04, 18.04 and macOS. (Windows should also work, but not tested). You can create a separate python environment, e.g. virtualenv -p python3.7 .env and activate it by source .env/bin/activate. NOTE: we call ebert for DeFormer BERT version, and sbert for applying KD & LRS in the paper. For XLNet, you can check my fork for a reference implementation.
            Requirements: Python>=3.5 and TensorFlow >=1.14.0,<2.0
            pip install "tensorflow>=1.14.0,<2.0" or pip install tensorflow-gpu==1.15.3 (for GPU)
            pip install -r requirements.txt

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