Other articles


  1. Assigning Confidences to LLM Outputs

    LLM inferences tend to be erratically wrong. So, 99% of the time the answer is correct but 1% of the time it may be wrong and wrong in a way that is hard to predict and account for. In TruU we have technologies beyond just calibration for accounting for errors …

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  2. Performance Capture

    This image was my first foray into motion capture for Species in BOSS days. We all looked so young. SIL motion capture rig was all created internally at BOSS films. You can see Richard Edlund on the bottom right. This was really early days when we didn’t know what …

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  3. Deep Names for Common Ideas

    Sometimes, we encounter complex names for concepts we’ve been using all along. Recently, I started exploring Dempster-Shafer Theory (more on that as I learn further) and came across the following:

    Principle of Insufficient Reason

    Also known as the Principle of Indifference, which, despite sounding like a bourgeois view of …

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  4. Mandarin in Space

    Even though I have supervised developing of hundreds of apps, when boys were learning Mandarin in kindergarten, I decided to write this game myself to get them to practice their Mandarin. It is essentially a flash card game and actually can be extended to support any flash card implementations.

    The …

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  5. How does Gram Matrix encode the Style of an Image?

    In non-photoreal renderings, capturing the style of an image is an extremely tricky and difficult issue. Recently there has been a resurgence in this field with the application of Deep Learning to this problem. Specifically, in Gatys’ paper, the stylization problem is posed as an optimization problem where two cost …

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  6. Nitty Gritty of Style Transfer

    Style transfer was first introduced by Aaron Hertzmann’s classic paper on Image Analogies from SIGGRAPH 2001. More recently deep learning got applied to this problem in Leon Gatys paper “A Neural Algorithm of Artistic Style” which has led to a resurgence of work in this area. There are a …

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  7. Playing with Gamma

    Gamma is the non-linearity in the CRT which matches closely the non-linearity in the human eye. It is no wonder that all display devices now artificially embed the non- linearity in the display. For example, a DLP (digital light processing) display that is a linear display emulates the non-linearity of …

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