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@rygorous
rygorous / gist:2156668
Last active June 7, 2024 08:21
float->half variants
// float->half variants.
// by Fabian "ryg" Giesen.
//
// I hereby place this code in the public domain, as per the terms of the
// CC0 license:
//
// https://creativecommons.org/publicdomain/zero/1.0/
//
// float_to_half_full: This is basically the ISPC stdlib code, except
// I preserve the sign of NaNs (any good reason not to?)
# "Colorizing B/W Movies with Neural Nets",
# Network/Code Created by Ryan Dahl, hacked by samim.io to work with movies
# BACKGROUND: http://tinyclouds.org/colorize/
# DEMO: https://www.youtube.com/watch?v=_MJU8VK2PI4
# USAGE:
# 1. Download TensorFlow model from: http://tinyclouds.org/colorize/
# 2. Use FFMPEG or such to extract frames from video.
# 3. Make sure your images are 224x224 pixels dimension. You can use imagemagicks "mogrify", here some useful commands:
# mogrify -resize 224x224 *.jpg
# mogrify -gravity center -background black -extent 224x224 *.jpg
@lubien
lubien / stickers-downloader.js
Last active November 21, 2023 03:06
Download all visible telegram stickers images
// How to download telegram sticker images
/*
1. Go to Telegram Web;
2. Open console (F12);
3. Paste the code below in the console and press Enter;
4. Open your stickers menu and make sure you see the sticker pack you want to download (so Telegram will load it).
5. At the console paste and run "downloadStickers()" any time you want to download a pack.
6. [Convert .webm to another format](http://www.freewaregenius.com/convert-webp-image-format-jpg-png-format/);
7. Happy hacking.
@gboudreau
gboudreau / AuthyToOtherAuthenticator.md
Last active June 17, 2024 04:00 — forked from Ingramz/AuthyToOtherAuthenticator.md
Export TOTP tokens from Authy
@t-ae
t-ae / minibatch_discrimination_pytorch.py
Created August 8, 2017 13:48
Minibatch discrimination module in PyTorch
import torch
import torch.nn as nn
import torch.nn.init as init
class MinibatchDiscrimination(nn.Module):
def __init__(self, in_features, out_features, kernel_dims, mean=False):
super().__init__()
self.in_features = in_features
self.out_features = out_features
self.kernel_dims = kernel_dims
@paniq
paniq / ellipsoid_frustum.md
Last active December 30, 2021 20:13
Ellipsoid Frustum Intersection

Ellipsoid Frustum Intersection

Yesterday I posted a problem to math stack exchange that bothered me for a while now, and right after I've had a few exchanges on Twitter, I got inspired to attempt a solution.

Here it goes. It's 100% untested but I'm fairly certain that it will work.

The problem is about a form of refining raytracing where we render a big list of convex 3D brushes (and I decided to start with Ellipsoids, since they're so useful) to the screen or a shadow map, without any prebuilt accelleration structure. How does it work? Well, if we had a way to figure out for a portion of the frustum whether it contained a brush, we could

  1. Start with a very low resolution
@floooh
floooh / imgui_buffer_update.md
Last active February 9, 2022 12:26
How I update vertex/index buffers for Dear Imgui

My Dear Imgui render loop looks a bit unusual because I want to reduce calls to WebGL as much as possible, especially buffer update calls.

This means:

  • only one buffer each for all per-frame vertex- and index-data
  • only one update call each per frame for vertex- and index-data (with my own double-buffering, since buffer-orphaning doesn't work on WebGL, and with this I'm also independent from any 'under-the-hood' magic a GL driver might or might not perform)
@sebbbi
sebbbi / FastUniformLoadWithWaveOps.txt
Last active May 11, 2024 07:37
Fast uniform load with wave ops (up to 64x speedup)
In shader programming, you often run into a problem where you want to iterate an array in memory over all pixels in a compute shader
group (tile). Tiled deferred lighting is the most common case. 8x8 tile loops over a light list culled for that tile.
Simplified HLSL code looks like this:
Buffer<float4> lightDatas;
Texture2D<uint2> lightStartCounts;
RWTexture2D<float4> output;
[numthreads(8, 8, 1)]

State of Roblox graphics API across all platforms, with percentage deltas since EOY 2018. Updated December 29 2019.

Windows

API Share
Direct3D 11+ 85% (+5%)
Direct3D 10.1 8.5% (-1.5%)
Direct3D 10.0 5.5% (-2.5%)
Direct3D 9 1% (-1%)