- 2011 - A trip through the Graphics Pipeline 2011
- 2015 - Life of a triangle - NVIDIA's logical pipeline
- 2015 - Render Hell 2.0
- 2016 - How bad are small triangles on GPU and why?
- 2017 - GPU Performance for Game Artists
- 2019 - Understanding the anatomy of GPUs using Pokémon
- 2020 - GPU ARCHITECTURE RESOURCES
The package that linked you here is now pure ESM. It cannot be require()
'd from CommonJS.
This means you have the following choices:
- Use ESM yourself. (preferred)
Useimport foo from 'foo'
instead ofconst foo = require('foo')
to import the package. You also need to put"type": "module"
in your package.json and more. Follow the below guide. - If the package is used in an async context, you could use
await import(…)
from CommonJS instead ofrequire(…)
. - Stay on the existing version of the package until you can move to ESM.
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#!/usr/bin/python3 | |
# -- coding: utf-8 -- | |
from __future__ import print_function | |
from PyQt5.QtWidgets import (QPlainTextEdit, QWidget, QVBoxLayout, QApplication, QFileDialog, QMessageBox, QLabel, QCompleter, | |
QHBoxLayout, QTextEdit, QToolBar, QComboBox, QAction, QLineEdit, QDialog, QPushButton, | |
QToolButton, QMenu, QMainWindow, QInputDialog, QColorDialog, QStatusBar, QSystemTrayIcon) | |
from PyQt5.QtGui import (QIcon, QPainter, QTextFormat, QColor, QTextCursor, QKeySequence, QClipboard, QTextDocument, | |
QPixmap, QStandardItemModel, QStandardItem, QCursor) | |
from PyQt5.QtCore import (Qt, QVariant, QRect, QDir, QFile, QFileInfo, QTextStream, QSettings, QTranslator, QLocale, |
Binding to C Libraries with Nim
Writeffmpeg is a python script and a node that allows you to render from Nuke directly into ffmpeg. Instead of a 2 step process where you render from Nuke to a temporary image sequence that you then transcode using ffmpeg, this solution writes to a single uint16 cache tiff file and this data gets piped into ffmpeg.
On mac:
- Download the latest release.
- Extract the binary and place it in
/usr/local/bin
.
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# this function grabs the iso image from the user supplied http location. | |
function get-isoimage{ | |
[CmdletBinding()] | |
param( | |
$uri, | |
$workingfolder | |
) | |
begin{ | |
$file_name = $uri -replace "http://[\s\S]+\/([\s\S]+\.iso)$",'$1' | |
$out_file = Join-Path $workingfolder -ChildPath $file_name |
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set cut_paste_input [stack 0] | |
push $cut_paste_input | |
Group { | |
name PlanarProjection | |
help "<b>Planar Projection</b>\nGenerates 2D coordinates for points in 3D space. Type in 3D point coordinates, or use vertex selection in 3D viewer and click set to pick average of selected points, or set points to set all four points at once. \n\nYou can connect node output to scene together with your pointcloud or geometry and see where your points are located in 3d space. Double click any of them to move it in 3d space like any traditional nuke transform control. \n\nA matrix transform is also generated to be used with RotoPaint, SplineWarp and GridWarp nodes. If you are using matrix in GridWarp, points have to be in clockwise order, pick them one by one! \n\nCommand set points doesn't respect selection order! \n\nCheck out the demo video on my website! Kudos to Ivan Busquets for help with matrix math. \n\n-- developed by Vit Sedlacek 2012 www.vitsedlacek.com \n\n-- Modified by Jed Smith to make calculation time nearly inst |
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import torch | |
import os | |
import json | |
import argparse | |
parser = argparse.ArgumentParser(description='Sharding Hugging Face models') | |
parser.add_argument('--sharding_factor', default=4, type=int, help='Sharding factor - aka how many shards to create') | |
parser.add_argument('--source_model_path', default="t5-v1_1-xl", type=str, help='Relative path to the source model folder') | |
parser.add_argument('--sharded_model_path', default="t5-v1_1-xl-sharded", type=str, help='Relative path to the target sharded model folder') | |
args = parser.parse_args() |
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