Y
HN Search
Hacker News Search
new
|
comments
|
top
|
jobs
erkaman
searching PlanetScale…
1.
▲
2.
▲
3.
▲
4.
▲
5.
▲
6.
▲
11 ms
·
31.
▲
by
erkaman
10y ago
Hello, I am the author. This is a reference implementation of automatic UV mapping using Harmonic Mapping. Because the existing literature on this topic is so hard to understand, it took me quite a while to figure out how to implement this.
32.
▲
Show HN: I Implemented Automatic UV Mapping
(github.com)
21 points
by
erkaman
10y ago
|
2 comments
33.
▲
by
erkaman
10y ago
The original MNIST training data made the assumption that the digits are not flipped. But you could solve it by creating more training data by flipping the original digits. But then you suddenly end up with an awful lot of data, and then t
34.
▲
by
erkaman
10y ago
Yeah, it was really painful. In order to speed up the process, I first implemented the network on the CPU, so that I could quickly verify my GPU implementation.
35.
▲
by
erkaman
10y ago
Yeah, reading from floating point textures with `glReadPixels` is not really supported on some cards or browsers, it seems.
36.
▲
by
erkaman
10y ago
Wow, so there are other people who have tried doing deep learning in WebGL! But I will also give it a try, and see if I can do it better than you.
37.
▲
by
erkaman
10y ago
Yeah, the MNIST dataset is not that great it seems. At least for recognising real handwritten digits.
38.
▲
by
erkaman
10y ago
I had plans to do that, but that means implementing all of TensorFlows functionality in Javascript, which is a huge pain and lots of work. But if we restricted all networks to a strict subset of TensorFlow, it can be done, I think.
39.
▲
by
erkaman
10y ago
I am storing all data in textures, and you can read data from textures by binding the texture to an fbo, set that fbo to the default fbo, and then read the data with `glReadPixels`
40.
▲
by
erkaman
10y ago
that kind of 4 doesn't exist in the training set. This works: http://imgur.com/gallery/xnFnF
41.
▲
by
erkaman
10y ago
Hmm, may be a problem with your graphics card. What's your graphics card and browser?
42.
▲
by
erkaman
10y ago
The demo uses WebGL, and if you can't get the demo to work, you can here( https://github.com/Erkaman/regl-cnn ) find a recorded gif that shows what it is supposed to look like. This demo does handwritten digit recog
43.
▲
Show HN: GPU-Accelerated Digit Recognition with WebGL
(erkaman.github.io)
135 points
by
erkaman
10y ago
|
57 comments
44.
▲
by
erkaman
10y ago
The demo uses WebGL, and if you can't get the demo to work, you can here( https://github.com/Erkaman/regl-cnn ) find a recorded gif that shows what it is supposed to look like. This demo does handwritten digit recog
45.
▲
I Implemented GPU-Accelerated Digit Recognition with WebGL
(erkaman.github.io)
7 points
by
erkaman
10y ago
|
3 comments
46.
▲
by
erkaman
10y ago
Hi guys. For the purpose of demonstrating the GPGPU capabilities of the WebGL framework regl( https://github.com/mikolalysenko/regl ), I implemented this parallel reduction algorithm on the GPU. Even if I run it on my si
47.
▲
I implemented fast parallel reduction on the GPU with WebGL
(mikolalysenko.github.io)
3 points
by
erkaman
10y ago
|
1 comments
48.
▲
by
erkaman
10y ago
Hi guys. This is a reference implementation of shadow volumes that I implemented with the help of Mikola Lysenko. This demo was implemented to demonstrate the stencil buffer manipulation features of our WebGL Framework regl: https:/&#
49.
▲
Show HN: I Implemented Shadow Volumes in WebGL
(mikolalysenko.github.io)
1 points
by
erkaman
10y ago
|
1 comments
50.
▲
by
erkaman
10y ago
Whoops, wrong link. Here is the correct one: https://mikolalysenko.github.io/regl/www/gallery/planar-refl... In this demo, I render reflections in a plane using a trick with the stencil buffer. I provide a vi
51.
▲
Show HN: Planar Reflections in WebGL
(mikolalysenko.github.io)
1 points
by
erkaman
10y ago
|
1 comments
52.
▲
by
erkaman
10y ago
Thank you for the links! Since I did not really know where to find CC-licensed music, I did include any music.
53.
▲
by
erkaman
10y ago
Inigio Quillez' homepage has lots of cool articles about this kind of stuff, so please check it out: http://www.iquilezles.org/www/index.htm
54.
▲
by
erkaman
10y ago
Thanks for the tip!
55.
▲
by
erkaman
10y ago
Thank you. I spent lots of time cleaning it up and writing comments, so I appreciate that.
56.
▲
by
erkaman
10y ago
Yeah, that kind of thing was exactly what I was trying to achieve in this demo.
57.
▲
by
erkaman
10y ago
I didn't spend much time optimising the size. I thought it loaded fast enough for me. But maybe it doesn't load as fast on a slow connection...
58.
▲
by
erkaman
10y ago
Just arbitrary hand-tweaking. It was chosen because I though it looked good. When doing procedural generation like this, you basically just tweak constants 'til it looks good. There's no deeper reason behind it.
59.
▲
by
erkaman
10y ago
I just wanted to try making something vaporwave-like. I really like the aesthetics of it.
60.
▲
by
erkaman
10y ago
I think it has something to do with the z-buffer. My other theory is that WebGL is not given enough time to upload all the geometry, as the camera traverses the world and adds more chunks. I am not really sure what causes it...
More ›