GMAN | GANs with multiple Discriminators | Machine Learning library

 by   iDurugkar Python Version: Current License: No License

kandi X-RAY | GMAN Summary

kandi X-RAY | GMAN Summary

GMAN is a Python library typically used in Artificial Intelligence, Machine Learning, Pytorch, Generative adversarial networks applications. GMAN has no bugs, it has no vulnerabilities and it has low support. However GMAN build file is not available. You can download it from GitHub.

GANs with multiple Discriminators
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            kandi-support Support

              GMAN has a low active ecosystem.
              It has 68 star(s) with 19 fork(s). There are 7 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              There are 2 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 GMAN is current.

            kandi-Quality Quality

              GMAN has 0 bugs and 0 code smells.

            kandi-Security Security

              GMAN has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
              GMAN code analysis shows 0 unresolved vulnerabilities.
              There are 0 security hotspots that need review.

            kandi-License License

              GMAN does not have a standard license declared.
              Check the repository for any license declaration and review the terms closely.
              OutlinedDot
              Without a license, all rights are reserved, and you cannot use the library in your applications.

            kandi-Reuse Reuse

              GMAN releases are not available. You will need to build from source code and install.
              GMAN has no build file. You will be need to create the build yourself to build the component from source.
              Installation instructions are not available. Examples and code snippets are available.
              It has 1120 lines of code, 51 functions and 7 files.
              It has high code complexity. Code complexity directly impacts maintainability of the code.

            Top functions reviewed by kandi - BETA

            kandi has reviewed GMAN and discovered the below as its top functions. This is intended to give you an instant insight into GMAN implemented functionality, and help decide if they suit your requirements.
            • A discriminator
            • 2d conv layer
            • Creates a dense layer
            • Gets the loss for a given generator
            • Mix mixture of loss
            • Calculate the weighted arithmetic
            • Make plots of the summaries in the summaries
            • Get the summary values from the root
            • Compute mean and standard deviation of a sequence
            • Download LSUN
            • Download a lmdb file from LSUN
            • Creates a convolutional generator
            • Batch normalization
            • Download Celeb - A
            • Download a file
            • Calculate the D - boosted loss
            • Calculate D_losses
            • Save the image data
            • Plot multiple images
            • Download the CIFAR - 10 CIFAR
            • Load data from file
            • Generate next batch of images
            • Load data
            • Download MNIST dataset
            • Load image data
            • Calculate G loss
            Get all kandi verified functions for this library.

            GMAN Key Features

            No Key Features are available at this moment for GMAN.

            GMAN Examples and Code Snippets

            No Code Snippets are available at this moment for GMAN.

            Community Discussions

            QUESTION

            Normals transformation for Back-Face culling
            Asked 2021-Feb-11 at 05:35

            Starting from this lesson here: WebGL 3D Perspective I am triyng to implement Back-Face culling no magic.

            I am computing on the fly the face normals in object space. After that, I am setting the fudgeFactor inside m[2][3] to get the perspective divide by Z.

            To check if the shear matrix works, I expanded my snippet using directly the vertex positions projected out of the WebGL vertex shader, and added the "projected position" flag.

            Now, I am triyng to use the z-component inside the transformed normals to hide the faces with normal.z <0. This technique works well using orthogonal projection - or when fudgeFactor is 0. Why this doesn't work also for perspective projection, when I set the fudgeFactor by my self?

            To see what's happen, I wrote the minimal example below to visualize the normal vectors (thanks to: Geeks3D) and colored it. Green normal: face is visible, red normal: face is culled.

            I followed the hints of gman and implemented the basic polygon rasterization (out of the WebGL vertex shader) as a proof of concept . Try to drag the fudgeFactor slider and check that works correctly.

            ...

            ANSWER

            Answered 2021-Feb-05 at 03:00

            I'm sorry if this is not an answer to your question but "back face culling" has nothing to do with normals and you don't generally do it manually. You let WebGL do it for you

            From the spec

            3.5.1 Basic Polygon Rasterization

            The first step of polygon rasterization is to determine if the polygon is back facing or front facing. This determination is made based on the sign of the (clipped or unclipped) polygon’s area computed in window coordinates. One way to compute this area is

            where xiw and yiw are the x and y window coordinates of the ith vertex of the n-vertex polygon (vertices are numbered starting at zero for purposes of this computation) and i⊕1 is (i+1) mod n. The interpretation of the sign of this value is controlled with

            Source https://stackoverflow.com/questions/65970900

            QUESTION

            Rotate webGL canvas to appear landscape-oriented on a portrait-oriented mobile phone
            Asked 2021-Jan-15 at 15:50

            I’m using a-frame and trying to accomplish this task - force the canvas to be rendered as “landscape” when a mobile device is in portrait orientation (ie. device-width = 414px and device-height = 736px).

            I have successfully accomplished this with the following steps

            ...

            ANSWER

            Answered 2021-Jan-15 at 02:33

            A-Frame uses a Raycaster internally to determine if the spot you clicked has hit an object. You can see in the Three.js documentation the raycaster needs the mouse x&y coordinates to determine where you clicked. Here's a working demo of that concept. However with your setup, x, y turns into -y, x.

            I think you'll have to write your own Raycaster function to trigger on the click event instead of relying on the built-in AFrame functionality, and then swap the x&y values:

            Source https://stackoverflow.com/questions/65727810

            QUESTION

            Does canvas context2d.drawImage( webglCanvas, 0, 0 ) block until a webgl is finished rendering?
            Asked 2020-Dec-18 at 05:02

            I assume the answer is "no" from my testing but I thought I'd make sure.

            I'm trying to draw / copy the contents from a WebGL canvas to a 2d canvas every frame and I want to know if I should wait until the WebGL context is finished drawing (which I can use gl.fenceSync to check) before calling it or if I can call drawImage immediately without worrying about a performance hit. Here's how I would plan to use it using three.js as a stand in renderer:

            ...

            ANSWER

            Answered 2020-Dec-18 at 04:17

            Does canvas context2d.drawImage( webglCanvas, 0, 0 ) block until a webgl is finished rendering?

            Yes, it effectively blocks

            The last example on this page does exactly what your render loop shows.

            If you have some example that you think shows otherwise make a minimal repo and post it a snippet

            Source https://stackoverflow.com/questions/65351105

            QUESTION

            playing multiple audio / video files simultaneously with python-vlc
            Asked 2020-Sep-20 at 16:28

            I'm developing a tkinter application where video's and sounds are queued and played back based on certain events.

            For this I use python-vlc, but I haven't found a way to play multiple sounds at the same time (besides multithreading). The videos would also need their own window for this to work.

            the following code is from a module pure for testing this.

            ...

            ANSWER

            Answered 2020-Aug-25 at 18:48

            QUESTION

            How can I fix the display of this 16-bit RGBA PNG using WebGL2?
            Asked 2020-Sep-01 at 09:44

            I am trying to work with 16-bit per channel RGBA data (and later RGB data) in WebGL2. I am having trouble properly displaying one of the reference images from PngSuite and I'd be eternally grateful if someone could take a look.

            I am loading a 3x16 bits rgb color + 16 bit alpha-channel PNG file using pngtoy.js or UPNG.js (both give the same values which I believe are correct). Here is what I am seeing:

            My WebGL2 code was based on gman's past answers which have been incredibly helpful. I don't know where to focus to investigate where I went wrong. I have spent an entire day looking at this so any advice or pointers where to look is greatly appreciated!!!

            https://jsfiddle.net/mortac8/yq2tfe97/13/
            (apologies for the messy jsfiddle with inline resources at the top)

            ...

            ANSWER

            Answered 2020-Sep-01 at 09:44

            Per default the webgl context uses premultiplied alpha, disabling it fixes your issue.

            Source https://stackoverflow.com/questions/63681886

            QUESTION

            WebGL-How to get the normals data of the texture for post-processing of edge detection
            Asked 2020-Jul-14 at 02:35

            When I was looking for the WebGL edge detection method,
            I saw that Unity has a solution. Use Camera-DepthNormalTexture.shader to write the depth and normals data to the texture.
            I will use the Roberts operator to calculate whether the obtained data is an edge,
            but WebGL i can only get depthTexture in framebuffer,
            can not get depthNormalTexture like in unity,
            I tried to write a test in WebGL,
            only use the depthtexture obtained in framebuffer,
            but only detect edges with huge depth differences,
            and Cannot detect all the edges of the solid color model.
            I want to know if there are other ways to solve this kind of problem.

            (solid color)WebGL test rendering pic

            I set the normal data of the vertex in advance

            Using the shader provided in gman's answer, get the texture of normals data in framebuffer in a new rendering. The result seems to draw edges, but the depth seems to be wrong

            ...

            ANSWER

            Answered 2020-Jul-10 at 04:50

            "WebGL’s You can only get depthTexture in framebuffer, you can not get depthNormalTexture [...]"

            Depth textures are supported in WebGL 2.0 or by the extension WEBGL_depth_texture is supported. Evaluate if the extension is supported:

            Source https://stackoverflow.com/questions/62827289

            QUESTION

            Set value to jquery widget slider
            Asked 2020-Jun-06 at 19:47

            EDIT: Simpler explenation of the problem first. More detailed explanation below.

            I use some jquery widgets code to create a UI slider. The code is here:

            https://webgl2fundamentals.org/webgl/resources/jquery-gman-circle.js

            This can be used, calling the component directly in the JS script like this:

            ...

            ANSWER

            Answered 2020-Jun-06 at 19:47

            I had a closer look at your code and reduced it to the absolute minimum. It turns out you can supply the starting value of the angle simply by putting it into the empty options argument of the initiatior method: $("#example").gmanUnitCircle({value: -Math.PI/3});. In my example I chose the value of -60° in radians.

            Source https://stackoverflow.com/questions/62118060

            QUESTION

            Why does "(^man)+" match things without "man" at line start?
            Asked 2020-May-18 at 03:23

            If I open a Linux shell that uses an apt package management system and execute apt-cache search --names-only "(^man)+" why does it match/output things like:

            • gman - small man(1) front-end for X
            • jed-extra - collection of useful Jed modes and utilities

            My nascent understanding of POSIX.2 regex patterns considered the atom (^man) to be something that would only match the string "man" right at the beginning of a line. Clearly, the aforementioned lines do not have "man" at line start. Why were they printed to my terminal?

            ...

            ANSWER

            Answered 2020-May-18 at 03:23

            man apt-cache says --names-only means "Only search on the package and provided package names". Your command will match any package where either the package name or a provided package name starts with man, and both gman and jed-extra have man-browser as a provided package name (you can see this with apt-cache show).

            Source https://stackoverflow.com/questions/61861893

            QUESTION

            Three.js/webgl RayCasting Sprites in Scene with Transparency or Alternatives
            Asked 2020-May-10 at 12:57

            I am working on a webgame which requires selection of drawn objects, so not in simple geometric shapes. To do this, I have been drawing them as sprites in a scene on a canvas using Three.JS. I have been racking my brain for months trying to figure out how to determine if the ray of the raycaster in my webgl context (using ThreeJS) is colliding with the transparent part of a sprite. I've searched and read as many posts as I could find, but only two solution posts I've found are:

            ...

            ANSWER

            Answered 2020-May-09 at 12:10

            With an additional draw pass, you can render the scene into a texture with a dedicated material for every object, and pick the 2D point into it

            You may create a basic material with a color matching every object's ID as described in this OpenGL hack (convert it to WebGL)

            Use Scene.overrideMaterial to assign a material to all the objects and Object3D.onBeforeRender to set the color of each object before drawing them

            It will have a cost, but I think it's worth a try

            Source https://stackoverflow.com/questions/61691958

            QUESTION

            Unable to run npx for create-nuxt-app without it failing due to is-promise
            Asked 2020-Apr-25 at 16:20

            I am attempting to create a nuxt app in the command line, going to build a Vue web app running off this and Vuetify. I am not sure what I am doing wrong but I run the exact scaffolding command that the docs tell me to run and it errors out everytime with this message.

            ...

            ANSWER

            Answered 2020-Apr-25 at 16:08

            I determined that is-promise pushed a commit 2 hours ago that broke. They are fixing it sounds like.

            Source https://stackoverflow.com/questions/61428470

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

            Vulnerabilities

            No vulnerabilities reported

            Install GMAN

            You can download it from GitHub.
            You can use GMAN like any standard Python library. You will need to make sure that you have a development environment consisting of a Python distribution including header files, a compiler, pip, and git installed. Make sure that your pip, setuptools, and wheel are up to date. When using pip it is generally recommended to install packages in a virtual environment to avoid changes to the system.

            Support

            For any new features, suggestions and bugs create an issue on GitHub. If you have any questions check and ask questions on community page Stack Overflow .
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