GMAN | GANs with multiple Discriminators | Machine Learning library
kandi X-RAY | GMAN Summary
kandi X-RAY | GMAN Summary
GANs with multiple Discriminators
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Top functions reviewed by kandi - BETA
- 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
GMAN Key Features
GMAN Examples and Code Snippets
Community Discussions
Trending Discussions on GMAN
QUESTION
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 03:00I'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 RasterizationThe 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
QUESTION
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 02:33A-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:
QUESTION
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 04:17QUESTION
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 18:48Do this with mpyg321:
QUESTION
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 09:44Per default the webgl context uses premultiplied alpha, disabling it fixes your issue.
QUESTION
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:
QUESTION
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 19:47I 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.
QUESTION
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 03:23man 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
).
QUESTION
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 12:10With 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
QUESTION
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 16:08I determined that is-promise pushed a commit 2 hours ago that broke. They are fixing it sounds like.
Community Discussions, Code Snippets contain sources that include Stack Exchange Network
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Install GMAN
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.
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