AI Bot Grammar Checker

AI Bot Grammar Checker — independent reviews, comparisons, pricing and step-by-step guides on Aizhi.

  • Computer Dreams

    Computer Dreams

    Computer Dreams is a 1988 film created by Digital Vision Entertainment and released by MPI Home Video. Written, produced and directed by Geoffrey de Valois and hosted by Amanda Pays, it consists primarily of clips and behind-the-scenes work of early computer graphics animation. Notably included are Luxo Jr. and Red's Dream, the first two short films from Pixar. The film is an hour long and features an electronic score by Music Fantastic. It was revised and re-released on DVD as The History of Computer Animation, Volume 2. It won the Winner Gold Special Jury Award at the 1989 Houston International Film Festival, and the 1989 Golden Decade Award from the US Film & Video Festival. Music used includes: Gail Lennon - Desire, Gail Lennon - Like A Dream, Shandi Sinnamon - Making It,

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  • Jun'ichi Tsujii

    Jun'ichi Tsujii

    Jun'ichi Tsujii (辻井 潤一, Tsujii Jun'ichi; born 7 February 1949) is a Japanese computer scientist specializing in natural language processing and text mining, particularly in the field of biology and bioinformatics. == Education == Tsujii received his Bachelor of Engineering, Master of Engineering and PhD degrees in electrical engineering from Kyoto University in 1971, 1973, and 1978 respectively. He was Assistant Professor and Associate Professor at Kyoto University, before accepting a position as Professor of Computational Linguistics at the University of Manchester Institute of Science and Technology (UMIST) in 1988. He was President of the Association for Computational Linguistics (ACL) in 2006, and has been a permanent member of the International Committee on Computational Linguistics (ICCL) since 1992, and the chair of the committee since 2014. == Research == Since May 2015, Tsujii has been the director of the Artificial Intelligence Research Center at the National Institute of Advanced Industrial Science and Technology, Japan. Tsujii was previously a Principal Researcher at Microsoft Research Asia (MSRA). Before joining MSRA, he was a professor at the University of Tokyo, where he belonged to both the School of Inter-faculty Initiative on Informatics and the Graduate School of Information Science and Technology. Tsujii is also a Visiting Professor and Scientific Advisor at the National Centre for Text Mining (NaCTeM) at the University of Manchester in the United Kingdom. == Awards == On 14 May 2010, Tsujii was awarded the Medals of Honor with Purple Ribbon, one of Japan's highest awards, presented to influential contributors in the fields of art, academics or sports. In September 2014, Tsujii was awarded the FUNAI Achievement Award at the Forum on Information Technology (FIT), which took place at the University of Tsukuba. The award is presented to distinguished individuals engaged in research or related business activities in the field of Information Technology who have produced excellent achievements in the field, are still active in leading positions and have strong impact on young students and researchers. In December 2014, Tsujii was named as an ACL Fellow, in recognition of his significant contributions to MT, parsing by unification-based grammar and text mining for biology. In March 2016, Tsujii was awarded Okawa Prize for his contribution to the field of Natural Language Processing, Machine Translation and Text Mining, together with Professor Jaime Carbonnel of CMU. In August 2021, Tsujii received ACL Lifetime Achievement Award, which is considered the most prestigious award in the field of Computational Linguistics and Natural Language Processing. In May 2022, Tsujii received the Order of the Sacred Treasure, Gold Rays and Neck Ribbon, from the Japanese government. In October 2024, Tsujii was designated a Person of Cultural Merit. == Selected publications == Oiwa, Hidekazu; Tsujii, Jun'ichi (2014). Common Space Embedding of Primal-Dual Relation Semantic Spaces. COLING 2014. Dublin. pp. 1579–1590. Taura, K.; Matsuzaki, T.; Miwa, M.; Kamoshida, Y.; Yokoyama, D.; Dun, N.; Shibata, T.; Jun, C. S.; Tsujii, J. (2013). "Design and implementation of GXP make – A workflow system based on make". Future Generation Computer Systems. 29 (2): 662–672. doi:10.1016/j.future.2011.05.026. S2CID 31627886. Sun, X.; Zhang, Y.; Matsuzaki, T.; Tsuruoka, Y.; Tsujii, J. (2013). "Probabilistic Chinese word segmentation with non-local information and stochastic training". Information Processing & Management. 49 (3): 626–636. doi:10.1016/j.ipm.2012.12.003. Mu, T.; Goulermas, J. Y.; Tsujii, J.; Ananiadou, S. (2012). "Proximity-Based Frameworks for Generating Embeddings from Multi-Output Data". IEEE Transactions on Pattern Analysis and Machine Intelligence. 34 (11): 2216–2232. Bibcode:2012ITPAM..34.2216M. doi:10.1109/TPAMI.2012.20. PMID 23289130. S2CID 711467. Miwa, M.; Sætre, R.; Kim, J. D.; Tsujii, J. (2010). "Event Extraction with Complex Event Classification Using Rich Features". Journal of Bioinformatics and Computational Biology. 08 (1): 131–146. doi:10.1142/S0219720010004586. PMID 20183879. Kim, J. D.; Ohta, T.; Tsujii, J. (2008). "Corpus annotation for mining biomedical events from literature". BMC Bioinformatics. 9 10. doi:10.1186/1471-2105-9-10. PMC 2267702. PMID 18182099. Miyao, Y.; Tsujii, J. (2008). "Feature Forest Models for Probabilistic HPSG Parsing". Computational Linguistics. 34: 35–80. doi:10.1162/coli.2008.34.1.35. S2CID 885002. Sagae, Kenji; Tsujii, Jun'ichi (2007). Dependency Parsing and Domain Adaptation with LR Models and Parser Ensembles. EMNLP-CoNLL. pp. 1044–1050. Ananiadou, S; Pyysalo, S; Tsujii, J; Kell, D. B. (2010). "Event extraction for systems biology by text mining the literature". Trends in Biotechnology. 28 (7): 381–90. doi:10.1016/j.tibtech.2010.04.005. PMID 20570001. Tsuruoka, Y.; Tateishi, Y.; Kim, J. D.; Ohta, T.; McNaught, J.; Ananiadou, S.; Tsujii, J. (2005). "Developing a Robust Part-of-Speech Tagger for Biomedical Text". Advances in Informatics. Lecture Notes in Computer Science. Vol. 3746. p. 382. doi:10.1007/11573036_36. ISBN 978-3-540-29673-7. S2CID 206592413. Tsuruoka, Y.; Tsujii, J. (2005). Bidirectional inference with the easiest-first strategy for tagging sequence data. Proceedings of the conference on Human Language Technology and Empirical Methods in Natural Language Processing - HLT '05. pp. 467–474. doi:10.3115/1220575.1220634. Tsujii, J.; Ananiadou, S. (2005). "Thesaurus or Logical Ontology, Which One Do We Need for Text Mining?". Language Resources and Evaluation. 39: 77–90. doi:10.1007/s10579-005-2697-0. S2CID 3204827. Kazama, J. I.; Tsujii, J. I. (2005). "Maximum Entropy Models with Inequality Constraints: A Case Study on Text Categorization". Machine Learning. 60 (1–3): 159–194. doi:10.1007/s10994-005-0911-3. hdl:10119/3305. Matsuzaki, T.; Miyao, Y.; Tsujii, J. I. (2005). Probabilistic CFG with latent annotations. 43rd Annual Meeting on Association for Computational Linguistics - ACL '05. p. 75. doi:10.3115/1219840.1219850. Kim, J. -D.; Ohta, T.; Tateisi, Y.; Tsujii, J. (2003). "GENIA corpus--a semantically annotated corpus for bio-textmining". Bioinformatics. 19: i180–i182. doi:10.1093/bioinformatics/btg1023. PMID 12855455. Hirschman, L.; Park, J. C.; Tsujii, J.; Wong, L.; Wu, C. H. (2002). "Accomplishments and challenges in literature data mining for biology". Bioinformatics. 18 (12): 1553–1561. doi:10.1093/bioinformatics/18.12.1553. PMID 12490438. Torisawa, K.; Tsujii, J. I. (1996). Computing phrasal-signs in HPSG prior to parsing. 16th conference on Computational linguistics -. Vol. 2. p. 949. doi:10.3115/993268.993332.

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  • Is an AI Image Generator Worth It in 2026?

    Is an AI Image Generator Worth It in 2026?

    Comparing the best AI image generator? An AI image generator is software that uses machine learning to help you get more done — it lowers the barrier so anyone can produce professional output. Privacy matters too: check whether your data trains the model and whether a no-log or enterprise tier is available. Whether you are a beginner or a pro, the right AI image generator slots into your workflow and pays for itself fast. We tested the leading options and ranked them by quality, value, and ease of use.

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  • Is an AI Background Remover Worth It in 2026?

    Is an AI Background Remover Worth It in 2026?

    Comparing the best AI background remover? An AI background remover is software that uses machine learning to help you get more done — it lowers the barrier so anyone can produce professional output. Privacy matters too: check whether your data trains the model and whether a no-log or enterprise tier is available. Whether you are a beginner or a pro, the right AI background remover slots into your workflow and pays for itself fast. Below we compare features, pricing, and real output so you can choose with confidence.

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  • Path tracing

    Path tracing

    Path tracing is a rendering algorithm in computer graphics that simulates how light interacts with objects and participating media to generate realistic (physically plausible) images. It is based on earlier, more limited, ray tracing algorithms. Path tracing is used to create photorealistic images for artistic purposes, and for applications such as architectural rendering and product design. It is also used to render frames for animated films, and visual effects for film and television. Because it can be very accurate and unbiased, it is commonly used to generate reference images when testing the quality of other rendering algorithms. The technique uses the Monte Carlo method to compute estimates of global illumination and simulate the ways different materials reflect (or scatter), transmit, absorb, and emit light. It can incorporate simple modeling of the effects of aperture and lens (depth of field, and bokeh) and shutter speed (motion blur), or more realistic simulation of the optical components in a camera. The algorithm works by describing illumination in a scene using the rendering equation, or light transport equation, and finding an approximate solution using Monte Carlo integration. An inefficient (but accurate) version of the algorithm can be very simple, and involves tracing a ray from the camera, allowing this ray to bounce in random directions as it hits different objects in the scene, and computing the amount of light transmitted along the path to the camera whenever the path encounters a light source. This process is repeated many times for each pixel (each repetition, with generated path and transmitted light, is called a sample), and the results are averaged. One main difference between this algorithm and standard ray tracing is that a single unbranching path is traced each time, while "Whitted-style" or "Cook-style" ray tracing recursively samples branching paths (e.g. when light is both reflected and refracted by a glass object). More practical versions incorporate improvements such as quasi-Monte Carlo methods (techniques that distribute samples more evenly), importance sampling (take more samples of paths that are likely to transport more light), and next event estimation (allow a very limited form of branching, and sample additional paths that connect to the lights more directly). Because path tracing uses random samples there is noise in the final image, which decreases as more samples are taken. Images commonly require many thousands of samples per pixel (spp) to reduce noise to an acceptable level, and denoising techniques (e.g. based on neural networks) are often used. Denoising is usually necessary when path tracing is used for real-time rendering in video games, because relatively few samples can be taken. Many alternative algorithms for path tracing have been developed, although they do not always outperform more straightforward implementations. These include bidirectional path tracing (which traces paths forwards from the light source as well as backwards from the camera), Metropolis light transport, and ways of combining path tracing with photon mapping. Video games often use biased versions of path tracing to improve performance (e.g. limiting the number of bounces in each path). A family of techniques called ReSTIR has been developed that can help real-time path tracing by sharing data between nearby pixels and consecutive frames. == History == Like all ray tracing methods, path tracing is based on ray casting, which Arthur Appel used for computer graphics rendering in the late 1960s. In 1980, John Turner Whitted published a recursive ray tracing algorithm that allows rendering images of scenes containing mirrored surfaces and refractive transparent objects. In 1984, Cook et al. described a form of ray tracing called distributed ray tracing, which uses Monte Carlo integration to render effects such as depth of field, motion blur, reflection from rough surfaces, and area lights. The same year, the radiosity method (not a ray tracing method) was published, which was the first physically based method for rendering diffuse global illumination. In 1986, Jim Kajiya published a paper exploring how to use distributed ray tracing to render physically-based global illumination, and this paper also introduced and named the method called "path tracing". Path tracing and other distributed ray tracing techniques were further refined in the late 1980s and early 1990s by researchers such as James Arvo and Peter Shirley, and by Greg Ward in the open source Radiance software. Despite being theoretically able to render any lighting, the original form of path tracing can sometimes be very inefficient (or noisy) for rendering light that is reflected or refracted before illuminating a visible surface, including diffuse global illumination where light enters an area through narrow gaps, because it traces paths only from the camera. To address this, variations of path tracing that trace paths from both the camera and from light sources, called bidirectional path tracing, were published in 1993 by Eric Lafortune and Yves Willems, and in 1997 by Eric Veach and Leonidas Guibas. In 1997 Veach and Guibas also published an alternative method called Metropolis light transport, which combines bidirectional path tracing with the Metropolis method. Veach's lengthy Ph.D. dissertation described both techniques, along with the theoretical background of path tracing; later, the book Physically Based Rendering (which won an Academy Award for Technical Achievement in 2014) helped to make information about path tracing more widely available. Path tracing requires tracing a large number of paths of light in order to produce an image with a visually acceptable amount of noise. This made path tracing very slow on computers available in the 1980s and 1990s, and noise remained a problem when trying to reproduce the style of earlier computer graphics animated films. Most animated films produced until around 2010, by studios such as Pixar, used rasterization-based rendering, with ray tracing used selectively for reflections (and later for precomputed or cached global illumination). However the speed of computers rapidly increased during the 1990s. Blue Sky Studios pioneered using Monte Carlo ray tracing for global illumination in animation, including in the 1998 short film "Bunny", but they did not disclose the precise techniques used. Path tracing gradually become more practical for film production in the early 2000s. The Arnold renderer, developed by Marcos Fajardo, was used by Sony Pictures Imageworks to produce the feature-length film Monster House, released in 2006. Pixar rewrote their RenderMan software to use path tracing, and released their first feature-length path-traced film Finding Dory in 2016. Although path tracing still had a large computational cost, animation studios discovered that less human labor was required when using it, for example because global illumination no longer needed to be faked by manually placing lights. The amount of noise present in path traced images still caused difficulties, particularly when rendering motion blur (which was used extensively by earlier animated films) but denoising techniques were developed to address this. New techniques were also needed for rendering hair and fur, and to handle the extremely large scenes sometimes required by films. Renderers such as Arnold, and Disney's Hyperion, originally only used CPUs for rendering, but as GPUs became more capable (and APIs such as CUDA, OpenCL, and OptiX were released) researchers and developers began adapting algorithms and implementations to use GPUs. GPUs can dramatically reduce rendering time: for example using a high-end GPU to accelerate portions of the rendering code can make it over 30 times faster than using only a high-end CPU. == Description == Kajiya's 1986 paper defined a recursive integral equation called the rendering equation, which describes a simplified form of light transport. Using Monte Carlo integration for the integral on the right side of the equation leads fairly directly to the path tracing algorithm: I ( x , x ′ ) = g ( x , x ′ ) [ ϵ ( x , x ′ ) + ∫ S ρ ( x , x ′ , x ″ ) I ( x ′ , x ″ ) d x ″ ] {\displaystyle I(x,x')=g(x,x')\left[\epsilon (x,x')+\int _{S}\rho (x,x',x'')I(x',x'')dx''\right]} This expresses I(x,x'), the light arriving at point x from point x', as the product of a geometry term, g(x,x'), which is 0 if there is something blocking the light between the two points and 1 otherwise, and the amount of light leaving point x' and traveling towards x. The light leaving point x' is the sum of the light emitted by the surface at x', and the integral of the light arriving at x' from all other points in the scene (the integration domain S) and being reflected towards x. The factor ρ(x,x',x''), which calculates how much light is reflected, must take into account the angles at which the light is arriving and leaving, and

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  • General Regionally Annotated Corpus of Ukrainian

    General Regionally Annotated Corpus of Ukrainian

    General Regionally Annotated Corpus of the Ukrainian Language (GRAC, Ukrainian: Генеральний регіонально анотований корпус української мови, romanized: Heneralnyi rehionalno anotovanyi korpus ukrainskoi movy, ГРАК, Ukrainian грак for rook) is a text corpus of the Ukrainian language comprising more than 2 billion tokens, intended for linguistic research in grammar, vocabulary, and the history of the Ukrainian literary language, as well as for use in compiling dictionaries and grammars. The corpus can be used for language study and also for preparing teaching materials, textbooks, learner’s dictionaries, and exercises using examples from real texts, taking into account frequency and collocational patterns, and so on. The corpus is not a model of standard Ukrainian: it may contain words and combinations that do not match current norms of the literary language. The corpus covers the period from 1816 to 2025, and as of 29 November 2025 it contains more than 812,000 texts by about 35,000 authors. == Composition of the corpus == In the 10th version of the corpus, available for searching from 20 October 2020, 35% consists of fiction. Some fiction genres are highlighted separately: children’s literature, folklore, dramatic works, and scripts. Among non-fiction texts: journalistic writing, including newspaper collections from 1888–1893, 1905, 1913–1918, 1919–1943, modern newspapers from different regions, and texts from online news/information sites; memoirs, letters, and diaries, including a sizeable corpus of Facebook texts representing blogs by people from all regions of Ukraine and the diaspora; scholarly and educational texts: monographs, dissertations, academic articles, textbooks; large subcorpora of academic literature in history, ethnography, philosophy, and law are singled out separately; religious texts, including two Ukrainian translations of the Bible; speeches and interviews. Some dictionaries that include phrasal examples and phraseology have also been incorporated, including the Ukrainian dictionary by Borys Hrinchenko and the Russian-Ukrainian idiomatic dictionary by I. Vyrhan and M. Pylynska. Using the corpus tools, these dictionaries can be searched not only for words, but also for lexico-grammatical patterns within examples and phraseological expressions. About 20% of the texts in the corpus are translations. The corpus includes translations from more than 80 languages, most of all from English and Russian. == Dating == Texts in the corpus are dated by the year of writing, or by the latest year in which a work could have been written; translated texts are dated by the year the translation was produced. A publication year may also be indicated, corresponding to the edition from which the text is taken. == Regional annotation == The corpus’s regional annotation is based on the modern administrative division of Ukraine. The corpus includes texts from all oblasts of Ukraine and from Crimea. A single text may belong to several regional subcorpora (if the author or translator was born, studied, or lived for a long time in different regions). In addition to regional subcorpora, there are subcorpora of works by authors of the Ukrainian diaspora (USA, Canada, Poland, Germany, the United Kingdom, France, etc.). These are mostly texts by emigrants of the 1940s, and to a lesser extent of 1917–1920s. == Morphological annotation == GRAC is based on the morphological analysis system nlp_uk, developed by specialists from the r2u group. The program analyzes the text and, for each word form, determines the lemma (lexeme) and tags (grammatical features). == Research based on the corpus == Research on the Ukrainian language has been carried out using the corpus, including studies of the historical dynamics of language norms, and letter and letter-combination frequencies for font development.

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  • Andrei Knyazev (mathematician)

    Andrei Knyazev (mathematician)

    Andrew Knyazev is an American mathematician. He graduated from the Faculty of Computational Mathematics and Cybernetics of Moscow State University under the supervision of Evgenii Georgievich D'yakonov (Russian: Евгений Георгиевич Дьяконов) in 1981 and obtained his PhD in Numerical Mathematics at the Russian Academy of Sciences under the supervision of Vyacheslav Ivanovich Lebedev (Russian: Вячеслав Иванович Лебедев) in 1985. He worked at the Kurchatov Institute between 1981–1983, and then to 1992 at the Marchuk Institute of Numerical Mathematics (Russian: ru:Институт вычислительной математики имени Г. И. Марчука РАН) of the Russian Academy of Sciences, headed by Gury Marchuk (Russian: Гурий Иванович Марчук). From 1993–1994, Knyazev held a visiting position at the Courant Institute of Mathematical Sciences of New York University, collaborating with Olof B. Widlund. From 1994 until retirement in 2014, he was a Professor of Mathematics at the University of Colorado Denver, supported by the National Science Foundation and United States Department of Energy grants. He was a recipient of the 2008 Excellence in Research Award, the 2000 college Teaching Excellence Award, and a finalist of the CU President's Faculty Excellence Award for Advancing Teaching and Learning through Technology in 1999. He was awarded the title of Professor Emeritus at the University of Colorado Denver and named the SIAM Fellow Class of 2016 and AMS Fellow Class of 2019. From 2012–2018, Knyazev worked at the Mitsubishi Electric Research Laboratories on algorithms for image and video processing, data sciences, optimal control, and material sciences, resulting in dozens of publications and 13 patent applications. Since 2018, he contributed to numerical techniques in quantum computing at Zapata Computing, real-time embedded anomaly detection in automotive data, and algorithms for silicon photonics-based hardware. Knyazev is mostly known for his work in numerical solution of large sparse eigenvalue problems, particularly preconditioning and the iterative method LOBPCG. Knyazev's implementation of LOBPCG is available in many open source software packages, e.g., BLOPEX, SciPy, and ABINIT. Knyazev collaborated with John Osborn on the theory of the Ritz method in the finite element method context and with Nikolai Sergeevich Bakhvalov (Russian: Николай Серге́евич Бахвалов) (Erdős number 3 via Leonid Kantorovich) on numerical solution of elliptic partial differential equations with large jumps in the main coefficients. Jointly with his Ph.D. students, Knyazev pioneered using majorization for bounds in the Rayleigh–Ritz method (see and references there) and contributed to the theory of angles between flats.

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  • How to Choose an AI Resume Builder

    How to Choose an AI Resume Builder

    Trying to pick the best AI resume builder? An AI resume builder is software that uses machine learning to help you get more done — it scales effortlessly from a single task to thousands. The best picks balance beginner-friendly simplicity with the depth power users need, and they ship updates often. Whether you are a beginner or a pro, the right AI resume builder slots into your workflow and pays for itself fast. This guide breaks down the top picks, their pros and cons, and who each one is best for.

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  • Tessellation (computer graphics)

    Tessellation (computer graphics)

    In computer graphics, tessellation is the dividing of datasets of polygons (sometimes called vertex sets) presenting objects in a scene into suitable structures for rendering. Especially for real-time rendering, data is tessellated into triangles, for example in OpenGL 4.0 and Direct3D 11. == In graphics rendering == A key advantage of tessellation for realtime graphics is that it allows detail to be dynamically added and subtracted from a 3D polygon mesh and its silhouette edges based on control parameters (often camera distance). In previously leading realtime techniques such as parallax mapping and bump mapping, surface details could be simulated at the pixel level, but silhouette edge detail was fundamentally limited by the quality of the original dataset. In Direct3D 11 pipeline (a part of DirectX 11), the graphics primitive is the patch. The tessellator generates a triangle-based tessellation of the patch according to tessellation parameters such as the TessFactor, which controls the degree of fineness of the mesh. The tessellation, along with shaders such as a Phong shader, allows for producing smoother surfaces than would be generated by the original mesh. By offloading the tessellation process onto the GPU hardware, smoothing can be performed in real time. Tessellation can also be used for implementing subdivision surfaces, level of detail scaling and fine displacement mapping. OpenGL 4.0 uses a similar pipeline, where tessellation into triangles is controlled by the Tessellation Control Shader and a set of four tessellation parameters. == In computer-aided design == In computer-aided design the constructed design is represented by a boundary representation topological model, where analytical 3D surfaces and curves, limited to faces, edges, and vertices, constitute a continuous boundary of a 3D body. Arbitrary 3D bodies are often too complicated to analyze directly. So they are approximated (tessellated) with a mesh of small, easy-to-analyze pieces of 3D volume—usually either irregular tetrahedra, or irregular hexahedra. The mesh is used for finite element analysis. The mesh of a surface is usually generated per individual faces and edges (approximated to polylines) so that original limit vertices are included into mesh. To ensure that approximation of the original surface suits the needs of further processing, three basic parameters are usually defined for the surface mesh generator: The maximum allowed distance between the planar approximation polygon and the surface (known as "sag"). This parameter ensures that mesh is similar enough to the original analytical surface (or the polyline is similar to the original curve). The maximum allowed size of the approximation polygon (for triangulations it can be maximum allowed length of triangle sides). This parameter ensures enough detail for further analysis. The maximum allowed angle between two adjacent approximation polygons (on the same face). This parameter ensures that even very small humps or hollows that can have significant effect to analysis will not disappear in mesh. An algorithm generating a mesh is typically controlled by the above three and other parameters. Some types of computer analysis of a constructed design require an adaptive mesh refinement, which is a mesh made finer (using stronger parameters) in regions where the analysis needs more detail.

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  • Top 10 AI Text-to-image Tools Compared (2026)

    Top 10 AI Text-to-image Tools Compared (2026)

    Comparing the best AI text-to-image tool? An AI text-to-image tool is software that uses machine learning to help you get more done — it lowers the barrier so anyone can produce professional output. Privacy matters too: check whether your data trains the model and whether a no-log or enterprise tier is available. Whether you are a beginner or a pro, the right AI text-to-image tool slots into your workflow and pays for itself fast. Below we compare features, pricing, and real output so you can choose with confidence.

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  • Top 10 AI Resume Builders Compared (2026)

    Top 10 AI Resume Builders Compared (2026)

    In search of the best AI resume builder? An AI resume builder is software that uses machine learning to help you get more done — it turns a rough idea into a polished result in seconds. When choosing one, weigh output quality, pricing, export formats, and how well it fits the tools you already use. Whether you are a beginner or a pro, the right AI resume builder slots into your workflow and pays for itself fast. We tested the leading options and ranked them by quality, value, and ease of use.

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  • AI Coding Assistants Reviews: What Actually Works in 2026

    AI Coding Assistants Reviews: What Actually Works in 2026

    Comparing the best AI coding assistant? An AI coding assistant is software that uses machine learning to help you get more done — it lowers the barrier so anyone can produce professional output. Privacy matters too: check whether your data trains the model and whether a no-log or enterprise tier is available. Whether you are a beginner or a pro, the right AI coding assistant slots into your workflow and pays for itself fast. We tested the leading options and ranked them by quality, value, and ease of use.

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  • Smart data capture

    Smart data capture

    Smart data capture (SDC), also known as 'intelligent data capture' or 'automated data capture', describes the branch of technology concerned with using computer vision techniques like optical character recognition (OCR), barcode scanning, object recognition and other similar technologies to extract and process information from semi-structured and unstructured data sources. IDC characterize smart data capture as an integrated hardware, software, and connectivity strategy to help organizations enable the capture of data in an efficient, repeatable, scalable, and future-proof way. Data is captured visually from barcodes, text, IDs and other objects - often from many sources simultaneously - before being converted and prepared for digital use, typically by artificial intelligence-powered software. An important feature of SDC is that it focuses not just on capturing data more efficiently but serving up easy-to-access, actionable insights at the instant of data collection to both frontline and desk-based workers, aiding decision-making and making it a two-way process. Smart data capture automates and accelerates capture, applying insights in real time and automating processes based on extracted input. Smart data capture is designed to be repeatable and scalable to reduce low-level manual tasks and eliminate human error. To achieve this goal, smart data capture solutions are often made available using specialist software installed on commodity hardware such as smartphones. However, some solutions may rely on specialized hardware such as dedicated scanning devices, wearables or shop floor robots. == Differences from OCR == Optical character recognition applications are typically concerned with the actual data capture process; they are intended to faithfully reproduce text, words, letters and symbols from a printed document. Smart data capture is multimodal, capable of extracting data from a wider range of semi-structured and unstructured sources, going beyond basic text recognition to offer a wider scope of applications. By extending functionality to provide actionable insights at the point of capture, SDC is also a two-way process (capture-display), while OCR is more commonly one-way (capture only), primarily used for data input. Smart data capture solutions typically have two parts: Data capture (which includes OCR, barcode scanning, object recognition) Functionality that then uses this data to provide actionable insights at the point of capture. == Applications == Smart data capture can be applied to almost any industry and application that requires visual information capture and interpretation. This may include: Retail Warehouse inventory control Logistics, handling and shipping Manufacturing Field service Healthcare Transport and travel Fraud detection

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  • Larry Heck

    Larry Heck

    Larry Paul Heck is the Rhesa Screven Farmer, Jr., Advanced Computing Concepts Chair, Georgia Research Alliance Eminent Scholar, Co-Executive Director of the Machine Learning Center and Professor at the Georgia Institute of Technology. His career spans many of the sub-disciplines of artificial intelligence, including conversational AI, speech recognition and speaker recognition, natural language processing, web search, online advertising and acoustics. He is best known for his role as a co-founder of the Microsoft Cortana Personal Assistant and his early work in deep learning for speech processing. == Education and career == Larry Heck was born in Havre, Montana. After receiving the Bachelor of Science in electrical engineering at Texas Tech University, he was admitted to graduate school at the Georgia Institute of Technology in 1986. Heck received the MSEE in 1989 and the PhD in 1991 under advisor Prof. James H. McClellan. From 1992 to 1998, he was a senior research engineer at SRI International with the Acoustics and Radar Technology Lab (ARTL) and Speech Technology and Research (STAR) Lab, and in 1998 joined Nuance Communications, serving as vice president of R&D. Funded by the US government's NSA and DARPA from 1995-1998, Heck led the SRI team that was the first to successfully create large-scale deep neural network (DNN) deep learning technology in the field of speech processing. The deep learning technology was used to win the 1998 National Institute of Standards and Technology Speaker Recognition evaluation. The approach trained a 5-layer deep neural network, with the first two layers used as a (learned) feature extractor. To stabilize the training of the DNN, a weight normalization method was used (later rediscovered in 2010 by Xavier, et.al). Heck deployed this DNN in 1999 with Nuance Communications at the Home Shopping Network, representing the first major industrial application of deep learning with over 100K Nuance Verifier voiceprints. From 2005 to 2008, he was vice president of search & advertising quality at Yahoo!. In 2008, Heck and Ron Brachman combined search & advertising quality with Yahoo! Research to form Yahoo! Labs. Beginning in 2009, he was the chief scientist of speech products at Microsoft. In this role, he established the vision, mission and long-range plan and hired the initial team to create Microsoft’s digital-personal-assistant Cortana. Heck was named a Microsoft Distinguished Engineer in 2012 and joined Microsoft Research that same year. In 2014, he joined Google as a principal research scientist, where he founded the deep learning-based conversational AI team "Deep Dialogue". The team works on advanced research for the Google Assistant. In 2017, Heck joined Samsung as SVP and co-head of global AI Research. In 2019, he became head of Bixby (virtual assistant) North America and the CEO of Viv Labs, an independent subsidiary of Samsung. In that same year, Heck led one of the first large scale deployments of Transformer-Based LLMs as part of the Bixby Categories launch at the 2019 Samsung Developer Conference. In 2021, Heck returned to the Georgia Institute of Technology as a Professor. == Awards and honors == Larry Heck was named Fellow of the Institute of Electrical and Electronics Engineers (IEEE) in 2016 for leadership in application of machine learning to spoken and text language processing. Heck was inducted as a Fellow of the National Academy of Inventors (NAI) in 2024. Heck received the 2017 Academy of Distinguished Engineering Alumni Award from the Georgia Institute of Technology. In the same year, he also received the Texas Tech University Whitacre College of Engineering Distinguished Engineer Award. Larry Heck has several best papers including the 2020 IEEE Signal Processing Society (SPS) Best Paper Award: “Using Recurrent Neural Networks for Slot Filling in Spoken Language Understanding” published in the IEEE/ACM Transactions on Audio, Speech, and Language Processing in March 2015, and the 2020 ACM Conference on Information and Knowledge Management (CIKM) Test of Time Award for the paper "Learning Deep Structured Semantic Models for Web Search using Clickthrough Data".

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  • Ann Copestake

    Ann Copestake

    Ann Alicia Copestake is professor of computational linguistics and head of the Department of Computer Science and Technology at the University of Cambridge and a fellow of Wolfson College, Cambridge. == Education == Copestake was educated at the University of Cambridge where she was awarded a Bachelor of Arts degree in Natural Sciences. After two years working for Unilever Research she completed the Cambridge Diploma in Computer Science. She went on to study at the University of Sussex where she was awarded a PhD in 1992 for research on lexical semantics supervised by Gerald Gazdar. == Career and research == Copestake started doing research in Natural language processing and Computational Linguistics at the University of Cambridge in 1985. Since then she has been a visiting researcher at Xerox PARC (1993/4) and the University of Stuttgart (1994/5). From July 1994 to October 2000 she worked at the Center for the Study of Language and Information (CSLI) at Stanford University, as a Senior Researcher. Copestake was appointed a University Lecturer at Cambridge in October 2000. In the UK, her research has been funded by the Engineering and Physical Sciences Research Council (EPSRC) and Arts and Humanities Research Council (AHRC). According to Google Scholar and Scopus her most cited publications include papers on minimal recursion semantics, multiword expressions, polysemy, named-entity recognition and feature structure grammars.

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