- 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
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# MIT License | |
# This code will run on VRAM 12GB+ GPU such as T4, RTX 3060 | |
import torch | |
from transformers import AutoModelForCausalLM, AutoTokenizer, pipeline | |
from langchain.text_splitter import RecursiveCharacterTextSplitter | |
from langchain.document_loaders import PyPDFLoader | |
from langchain.vectorstores import FAISS | |
from langchain.chains import RetrievalQA | |
from langchain.embeddings import HuggingFaceEmbeddings | |
from langchain.llms.huggingface_pipeline import HuggingFacePipeline |
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// | |
// Lookup Tables for Marching Cubes | |
// | |
// These tables differ from the original paper (Marching Cubes: A High Resolution 3D Surface Construction Algorithm) | |
// | |
// The co-ordinate system has the more convenient properties: | |
// | |
// i = cube index [0, 7] | |
// x = (i & 1) >> 0 | |
// y = (i & 2) >> 1 |
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/* | |
# Released under MIT License | |
Copyright (c) 2017 insaneyilin. | |
Permission is hereby granted, free of charge, to any person obtaining a copy of this software and | |
associated documentation files (the "Software"), to deal in the Software without restriction, | |
including without limitation the rights to use, copy, modify, merge, publish, distribute, | |
sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is | |
furnished to do so, subject to the following conditions: |
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