AI Face Verification Generator

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  • Scale space implementation

    Scale space implementation

    In the areas of computer vision, image analysis and signal processing, the notion of scale-space representation is used for processing measurement data at multiple scales, and specifically enhance or suppress image features over different ranges of scale (see the article on scale space). A special type of scale-space representation is provided by the Gaussian scale space, where the image data in N dimensions is subjected to smoothing by Gaussian convolution. Most of the theory for Gaussian scale space deals with continuous images, whereas one when implementing this theory will have to face the fact that most measurement data are discrete. Hence, the theoretical problem arises concerning how to discretize the continuous theory while either preserving or well approximating the desirable theoretical properties that lead to the choice of the Gaussian kernel (see the article on scale-space axioms). This article describes basic approaches for this that have been developed in the literature, see also for an in-depth treatment regarding the topic of approximating the Gaussian smoothing operation and the Gaussian derivative computations in scale-space theory, and for a complementary treatment regarding hybrid discretization methods. == Statement of the problem == The Gaussian scale-space representation of an N-dimensional continuous signal, f C ( x 1 , ⋯ , x N , t ) , {\displaystyle f_{C}\left(x_{1},\cdots ,x_{N},t\right),} is obtained by convolving fC with an N-dimensional Gaussian kernel: g N ( x 1 , ⋯ , x N , t ) . {\displaystyle g_{N}\left(x_{1},\cdots ,x_{N},t\right).} In other words: L ( x 1 , ⋯ , x N , t ) = ∫ u 1 = − ∞ ∞ ⋯ ∫ u N = − ∞ ∞ f C ( x 1 − u 1 , ⋯ , x N − u N , t ) ⋅ g N ( u 1 , ⋯ , u N , t ) d u 1 ⋯ d u N . {\displaystyle L\left(x_{1},\cdots ,x_{N},t\right)=\int _{u_{1}=-\infty }^{\infty }\cdots \int _{u_{N}=-\infty }^{\infty }f_{C}\left(x_{1}-u_{1},\cdots ,x_{N}-u_{N},t\right)\cdot g_{N}\left(u_{1},\cdots ,u_{N},t\right)\,du_{1}\cdots du_{N}.} However, for implementation, this definition is impractical, since it is continuous. When applying the scale space concept to a discrete signal fD, different approaches can be taken. This article is a brief summary of some of the most frequently used methods. == Separability == Using the separability property of the Gaussian kernel g N ( x 1 , … , x N , t ) = G ( x 1 , t ) ⋯ G ( x N , t ) {\displaystyle g_{N}\left(x_{1},\dots ,x_{N},t\right)=G\left(x_{1},t\right)\cdots G\left(x_{N},t\right)} the N-dimensional convolution operation can be decomposed into a set of separable smoothing steps with a one-dimensional Gaussian kernel G along each dimension L ( x 1 , ⋯ , x N , t ) = ∫ u 1 = − ∞ ∞ ⋯ ∫ u N = − ∞ ∞ f C ( x 1 − u 1 , ⋯ , x N − u N , t ) G ( u 1 , t ) d u 1 ⋯ G ( u N , t ) d u N , {\displaystyle L(x_{1},\cdots ,x_{N},t)=\int _{u_{1}=-\infty }^{\infty }\cdots \int _{u_{N}=-\infty }^{\infty }f_{C}(x_{1}-u_{1},\cdots ,x_{N}-u_{N},t)G(u_{1},t)\,du_{1}\cdots G(u_{N},t)\,du_{N},} where G ( x , t ) = 1 2 π t e − x 2 2 t {\displaystyle G(x,t)={\frac {1}{\sqrt {2\pi t}}}e^{-{\frac {x^{2}}{2t}}}} and the standard deviation of the Gaussian σ is related to the scale parameter t according to t = σ2. Separability will be assumed in all that follows, even when the kernel is not exactly Gaussian, since separation of the dimensions is the most practical way to implement multidimensional smoothing, especially at larger scales. Therefore, the rest of the article focuses on the one-dimensional case. == The sampled Gaussian kernel == When implementing the one-dimensional smoothing step in practice, the presumably simplest approach is to convolve the discrete signal fD with a sampled Gaussian kernel: L ( x , t ) = ∑ n = − ∞ ∞ f ( x − n ) G ( n , t ) {\displaystyle L(x,t)=\sum _{n=-\infty }^{\infty }f(x-n)\,G(n,t)} where G ( n , t ) = 1 2 π t e − n 2 2 t {\displaystyle G(n,t)={\frac {1}{\sqrt {2\pi t}}}e^{-{\frac {n^{2}}{2t}}}} (with t = σ2) which in turn is truncated at the ends to give a filter with finite impulse response L ( x , t ) = ∑ n = − M M f ( x − n ) G ( n , t ) {\displaystyle L(x,t)=\sum _{n=-M}^{M}f(x-n)\,G(n,t)} for M chosen sufficiently large (see error function) such that 2 ∫ M ∞ G ( u , t ) d u = 2 ∫ M t ∞ G ( v , 1 ) d v < ε . {\displaystyle 2\int _{M}^{\infty }G(u,t)\,du=2\int _{\frac {M}{\sqrt {t}}}^{\infty }G(v,1)\,dv<\varepsilon .} A common choice is to set M to a constant C times the standard deviation of the Gaussian kernel M = C σ + 1 = C t + 1 {\displaystyle M=C\sigma +1=C{\sqrt {t}}+1} where C is often chosen somewhere between 3 and 6. Using the sampled Gaussian kernel can, however, lead to implementation problems, in particular when computing higher-order derivatives at finer scales by applying sampled derivatives of Gaussian kernels. When accuracy and robustness are primary design criteria, alternative implementation approaches should therefore be considered. For small values of ε (10−6 to 10−8) the errors introduced by truncating the Gaussian are usually negligible. For larger values of ε, however, there are many better alternatives to a rectangular window function. For example, for a given number of points, a Hamming window, Blackman window, or Kaiser window will do less damage to the spectral and other properties of the Gaussian than a simple truncation will. Notwithstanding this, since the Gaussian kernel decreases rapidly at the tails, the main recommendation is still to use a sufficiently small value of ε such that the truncation effects are no longer important. == The discrete Gaussian kernel == A more refined approach is to convolve the original signal with the discrete Gaussian kernel T(n, t) L ( x , t ) = ∑ n = − ∞ ∞ f ( x − n ) T ( n , t ) {\displaystyle L(x,t)=\sum _{n=-\infty }^{\infty }f(x-n)\,T(n,t)} where T ( n , t ) = e − t I n ( t ) {\displaystyle T(n,t)=e^{-t}I_{n}(t)} and I n ( t ) {\displaystyle I_{n}(t)} denotes the modified Bessel functions of integer order, n. This is the discrete counterpart of the continuous Gaussian in that it is the solution to the discrete diffusion equation (discrete space, continuous time), just as the continuous Gaussian is the solution to the continuous diffusion equation. This filter can be truncated in the spatial domain as for the sampled Gaussian L ( x , t ) = ∑ n = − M M f ( x − n ) T ( n , t ) {\displaystyle L(x,t)=\sum _{n=-M}^{M}f(x-n)\,T(n,t)} or can be implemented in the Fourier domain using a closed-form expression for its discrete-time Fourier transform: T ^ ( θ , t ) = ∑ n = − ∞ ∞ T ( n , t ) e − i θ n = e t ( cos ⁡ θ − 1 ) . {\displaystyle {\widehat {T}}(\theta ,t)=\sum _{n=-\infty }^{\infty }T(n,t)\,e^{-i\theta n}=e^{t(\cos \theta -1)}.} With this frequency-domain approach, the scale-space properties transfer exactly to the discrete domain, or with excellent approximation using periodic extension and a suitably long discrete Fourier transform to approximate the discrete-time Fourier transform of the signal being smoothed. Moreover, higher-order derivative approximations can be computed in a straightforward manner (and preserving scale-space properties) by applying small support central difference operators to the discrete scale space representation. As with the sampled Gaussian, a plain truncation of the infinite impulse response will in most cases be a sufficient approximation for small values of ε, while for larger values of ε it is better to use either a decomposition of the discrete Gaussian into a cascade of generalized binomial filters or alternatively to construct a finite approximate kernel by multiplying by a window function. If ε has been chosen too large such that effects of the truncation error begin to appear (for example as spurious extrema or spurious responses to higher-order derivative operators), then the options are to decrease the value of ε such that a larger finite kernel is used, with cutoff where the support is very small, or to use a tapered window. == Recursive filters == Since computational efficiency is often important, low-order recursive filters are often used for scale-space smoothing. For example, Young and van Vliet use a third-order recursive filter with one real pole and a pair of complex poles, applied forward and backward to make a sixth-order symmetric approximation to the Gaussian with low computational complexity for any smoothing scale. By relaxing a few of the axioms, Lindeberg concluded that good smoothing filters would be "normalized Pólya frequency sequences", a family of discrete kernels that includes all filters with real poles at 0 < Z < 1 and/or Z > 1, as well as with real zeros at Z < 0. For symmetry, which leads to approximate directional homogeneity, these filters must be further restricted to pairs of poles and zeros that lead to zero-phase filters. To match the transfer function curvature at zero frequency of the discrete Gaussian, which ensures an approximate semi-group property of additive t, two poles at Z = 1 + 2 t − ( 1 + 2 t ) 2 − 1 {\displaystyle

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  • TIMIT

    TIMIT

    TIMIT is a corpus of phonemically and lexically transcribed speech of American English speakers of different sexes and dialects. Each transcribed element has been delineated in time. TIMIT was designed to further acoustic-phonetic knowledge and automatic speech recognition systems. It was commissioned by DARPA and corpus design was a joint effort between the Massachusetts Institute of Technology, SRI International, and Texas Instruments (TI). The speech was recorded at TI, transcribed at MIT, and verified and prepared for publishing by the National Institute of Standards and Technology (NIST). There is also a telephone bandwidth version called NTIMIT (Network TIMIT). TIMIT and NTIMIT are not freely available — either membership of the Linguistic Data Consortium, or a monetary payment, is required for access to the dataset. == Data == TIMIT contains ~5 hours of speech, of 10 sentences spoken by each of 630 speakers. The sentences were randomly sampled from a corpus of 2342 sentences. The speakers were native speakers of American English, classified under 8 major dialect regions: New England, Northern, North Midland, South Midland, Southern, New York City, Western, Army Brat (moved around). The speakers were 70% male and 30% female. Recordings were made in a noise-isolated recording booth at Texas Instrument, using a semi-automatic computer system (STEROIDS) to control the presentation of prompts to the speaker and the recording. Two-channel recordings were made using a Sennheiser HMD 414 headset-mounted microphone and a Brüel & Kjær 1/2" far-field pressure microphone (#4165). The speech was digitized at a sample rate of 20 kHz then and downsampled to 16 kHz. == History == The TIMIT telephone corpus was an early attempt to create a database with speech samples. It was published in the year 1988 on CD-ROM and consists of only 10 sentences per speaker. Two 'dialect' sentences were read by each speaker, as well as another 8 sentences selected from a larger set Each sentence averages 3 seconds long and is spoken by 630 different speakers. It was the first notable attempt in creating and distributing a speech corpus and the overall project has produced costs of 1.5 million US$. An update was released in October 1990. It included full 630-speaker corpus; checked and corrected transcriptions; word-alignment transcriptions; NIST SPHERE-headered waveform files and header manipulation software; phonemic dictionary; new test and training subsets balanced for dialectal and phonetic coverage; more extensive documentation. The full name of the project is DARPA-TIMIT Acoustic-Phonetic Continuous Speech Corpus and the acronym TIMIT stands for Texas Instruments/Massachusetts Institute of Technology. The main reason why a corpus of telephone speech was created was to train speech recognition software. In the Blizzard challenge, different software has the obligation to convert audio recordings into textual data and the TIMIT corpus was used as a standardized baseline.

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  • Productivity software

    Productivity software

    Productivity software (also called personal productivity software or office productivity software) is application software used for producing information (such as documents, presentations, worksheets, databases, charts, graphs, digital paintings, electronic music and digital video). Its names arose from it increasing productivity, especially of individual office workers, from typists to knowledge workers, although its scope is now wider than that. Office suites, which brought word processing, spreadsheet, and relational database programs to the desktop in the 1980s, are the core example of productivity software. They revolutionized the office with the magnitude of the productivity increase they brought as compared with the pre-1980s office environments of typewriters, paper filing, and handwritten lists and ledgers. In the United States, as of 2015, some 78% of "middle-skill" occupations (those that call for more than a high school diploma but less than a bachelor's degree) required the use of productivity software. == Details == Productivity software traditionally runs directly on a computer. For example, Plus/4 model of computer contains in ROM for applications of productivity software. Productivity software is one of the reasons people use personal computers. == Office suite == An office suite is a bundle of productivity software (a software suite) intended to be used by office workers. The components are generally distributed together, have a consistent user interface and usually can interact with each other, sometimes in ways that the operating system would not normally allow. The earliest office suite for personal computers was MicroPro International's StarBurst in the early 1980s, comprising the WordStar word processor, the CalcStar spreadsheet and the DataStar database software. Other suites arose in the 1980s, and Microsoft Office came to dominate the market in the 1990s, a position it retains as of 2024. During the 1990s, office suite products gained popularity by offering bundles of applications that, when bought as part of a suite, effectively discounted the individual applications, with four or five applications being bundled for the price of two applications bought separately. When faced with such potential savings, customers could be "tempted by the suite, rather than the value of a particular product", and by 1994 more than 60 percent of the sales of Microsoft Word and around 70 percent of the sales of Microsoft Excel were as part of sales of Microsoft Office. Such considerations had an impact on vendors of individual applications, often smaller companies, raising concerns that office suites were "stifling innovation", and even established vendors such as Borland and WordPerfect were having to adapt to the suite phenomenon, Borland ultimately deciding to sell its Quattro Pro spreadsheet to WordPerfect as the latter sought to assemble its own suite product. The dominant suite vendors, Microsoft and Lotus, downplayed competition and innovation concerns, claiming that users were still able to exercise choice and that "user-driven development" was guiding the evolution of office suites. Another view was that component-based software would eventually emerge, focusing development on more specialised components used by productivity software, empowering "a plethora of third-party developers", and that a "mix and match" approach of such components would adapt to the user's way of working. === Office suite components === The base components of office suites are: Word processor Spreadsheet Presentation program Other components include: Database software Graphics suite (raster graphics editor, vector graphics editor, image viewer) Desktop publishing software Formula editor Diagramming software Email client Communication software Personal information manager Notetaking Groupware Project management software Table (information) Web log analysis software

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  • BiP (software)

    BiP (software)

    BiP is a freeware instant messaging application developed by Lifecell Ventures Cooperatief U.A., a subsidiary of Turkcell incorporated in the Netherlands. It allows users to send text messages, voice messages and video calling, and it can be downloaded from the App Store, Google Play, and Huawei AppGallery. BiP has over 53 million users worldwide, and was first released in 2013. == Functions == BiP is a secure, and free communication platform. BiP allows making video and audio calls, allows sharing images, videos and location. BiP includes instant translations to 106 languages and exchange rates. President Erdoğan's Communications Office opposed WhatsApp's enforcement of its updated privacy policy and announced that Erdoğan left WhatsApp and opened an account in Telegram and BiP. The Turkish Ministry of National Defense has announced that it will move information groups to BiP for the same reason. == Others == Banglalink announced a BiP messenger partnership in Bangladesh The Communications Office of President Erdoğan opposed WhatsApp's enforcement of its updated privacy policy and announced that Erdoğan left WhatsApp and opened an account in Telegram and BiP. The Turkish Ministry of National Defense has announced that it will move information groups to BiP for the same reason. The CEO of BiP is Burak Akinci. The number of downloads of the app is 80 million globally.

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  • Tweak programming environment

    Tweak programming environment

    Tweak is a graphical user interface (GUI) layer written by Andreas Raab for the Squeak development environment, which in turn is an integrated development environment based on the Smalltalk-80 computer programming language. Tweak is an alternative to an earlier graphic user interface layer called Morphic. Development began in 2001. Applications that use the Tweak software include Sophie (version 1), a multimedia and e-book authoring system, and a family of virtual world systems: Open Cobalt, Teleplace, OpenQwaq, 3d ICC's Immersive Terf and the Croquet Project. == Influences == An experimental version of Etoys, a programming environment for children, used Tweak instead of Morphic. Etoys was a major influence on a similar Squeak-based programming environment known as Scratch.

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  • PressWise

    PressWise

    PressWise was digital imposition software to quickly and easily impose most any variety of flat and folding layouts. It was acquired by the Aldus Prepress Group affectionately known in the print and publishing industry as the Aldus WiseGuys in August 1991 from Emulation Technologies Inc. of Cleveland, Ohio. It was further developed by the Aldus Press Group and launched as the first of many Aldus prepress products in 1993. It was subsequently owned by Adobe Systems, then Luminous Corporation (Seattle), then Imation, and finally ScenicSoft. PressWise was discontinued by ScenicSoft in 1999 ultimately. == History == In February 2009, the PressWise copyright was acquired by Aethos Technologies and a new print automation product was launched by its creator, Eric Wold of Santa Rosa, California. This new product has no relationship to the old imposition software of the same name. It's notable that Larry Letteney, former President of Creo Americas was a board member and shareholder of Aethos Technologies during its early phase. Datatech SmartSoft acquired exclusive distribution rights to the software in September 2009. In September 2010 Datatech SmartSoft completed the acquisition of the PressWise brand and product.

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  • Freemake Video Converter

    Freemake Video Converter

    Freemake Video Converter is a freemium video editing app developed by Ellora Assets Corporation. Designed primarily for entry-level users, the software offers a range of functionalities including video format conversion, DVD ripping, and the creation of photo slideshows and music visualizations. Additionally, Freemake Video Converter is capable of burning video streams that are compatible with various media, such as DVDs and Blu-ray Discs. It also features direct video uploading capabilities to platforms like YouTube., enhancing its utility for content creators. The application's user-friendly interface and broad compatibility make it accessible for individuals with minimal video editing experience. == Features == Freemake Video Converter can perform simple non-linear video editing tasks, such as cutting, rotating, flipping, and combining multiple videos into one file with transition effects. It can also create photo slideshows with background music. Users are then able to upload these videos to YouTube. Freemake Video Converter can read the majority of video, audio, and image formats, and outputs them to AVI, MP4, WMV, Matroska, FLV, SWF, 3GP, DVD, Blu-ray, MPEG and MP3. The program also prepares videos supported by various multimedia devices, including Apple devices (iPod, iPhone, iPad), Xbox, Sony PlayStation, Samsung, Nokia, BlackBerry, and Android mobile devices. The software is able to perform DVD burning and is able to convert videos, photographs, and music into DVD video. The user interface is based on Windows Presentation Foundation technology. Freemake Video Converter supports NVIDIA CUDA technology for H.264 video encoding (starting with version 1.2.0). == Important updates == Freemake Video Converter 2.0 was a major update that integrated two new functions: ripping video from online portals and Blu-ray disc creation and burning. Version 2.1 implemented suggestions from users, including support for subtitles, ISO image creation, and DVD to DVD/Blu-ray conversion. With version 2.3 (earlier 2.2 Beta), support for DXVA has been added to accelerate conversion (up to 50% for HD content). Version 3.0 added HTML5 video creation support and new presets for smartphones. Version 4.0 (introduced in April 2013) added a freemium "Gold Pack" of extra features that can be added if a "donation" is paid. Starting with version 4.0.4, released on 27 August 2013, the program adds a promotional watermark at the end of every video longer than 5 minutes unless Gold Pack is activated. Version 4.1.9, released on 25 November 2015 added support for drag-and-drop functions that were not available in prior versions. Since at least version 4.1.9.44 (1 May 2017), the Freemake Welcome Screen is added at the beginning of the video, and the big Freemake logo is watermarked in the center of the whole video. This decreases the quality of free outputs, and users are forced to pay money to remove the watermark or stop using it. Version 4.1.9.31 (11 August 2016) does not have this restriction. == Licensing issues == FFmpeg has added Freemake Video Converter v1.3 to its Hall of Shame. An issue tracker entry for this product, opened on 16 December 2010, says it is in violation of the GNU General Public License as it is distributing components of the FFmpeg project without including due credit. Ellora Assets Corporation has not responded yet. == Bundled software from sponsors == Since version 4.0, Freemake Video Converter's installer includes a potentially unwanted search toolbar from Conduit as well as SweetPacks malware. Although users can decline the software during installation, the opt-out option is rendered in gray, which could mistakenly give the impression that it's disabled.

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  • Procreate (software)

    Procreate (software)

    Procreate is a raster graphics editor app for digital painting developed and published by the Australian company Savage Interactive for iOS and iPadOS. It was launched on the App Store in 2011. == Versions == === Procreate === Procreate for iPad was first released in 2011 by the Tasmanian software company Savage Interactive. In June 2013, Savage launched Procreate 2 in conjunction with iOS 7, adding new features such as higher resolution capabilities and more brush options. In 2016, Procreate became one of the top ten best-selling iPad apps on the App Store. In 2018, Procreate became the overall best selling iPad app. With iOS 26, Procreate adapted Liquid Glass into its software. As of March 2026, the most recent version of Procreate for the iPad is 5.4.9. === Procreate Pocket === Procreate Pocket was released to the App Store in December 2014. In 2018, Savage launched Procreate Pocket 2.0 to the App Store. In December 2018, Procreate Pocket received Apple's "App of the Year" award. As of September 2025, the most recent version of Procreate Pocket (for the iPhone) is 4.0.15. === Procreate Dreams === Procreate Dreams, their more recent app focused on 2D animation, was released on the App Store on November 22, 2023. While the application is commended for its intuitive interface and accessibility, some reviewers have noted that it may lack some key animations features, such as reference layers. In June 2024, Procreate Dreams received the 2024 Apple Design Award for Innovation. In December 2025, Savage Interactive released Procreate Dreams 2, a long awaited update and redesign to Procreate Dreams. == Features == The current versions of Procreate use Valkyrie, a proprietary graphics engine to allow customisable brush options and importing brushes from Adobe Photoshop. Procreate offers known features like layers, masks, and blending mode. Its biggest standout compared to other professional drawing software is its simple UI and comparatively easy learning curve. The app also allows for animation. Savage expanded upon Procreate's animation features with a companion app dedicated to 2D animation called Procreate Dreams, released in November 2023. On August 2024, Procreate announced that it would not be incorporating generative artificial intelligence into its software. Savage offers a free internet forum called Procreate Discussions in which users can ask for help, suggest ideas, and share user-generated content on the marketplace or the resources board. == Notable users == Concept artist Doug Chiang creates robot, vehicle, and creature designs for Star Wars in Procreate. Professional artists have also used Procreate to create the posters for Stranger Things, Logan, and Blade Runner 2049, as well as several covers for The New Yorker. It has also been professionally adopted at Marvel Comics, DC Comics, Disney Animation, and Pixar.

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  • TimeTiger

    TimeTiger

    TimeTiger is a time and project tracking app developed by Indigo Technologies Ltd. in Toronto, Ontario, Canada. Indigo was founded in 1997 and initially released TimeTiger in 1998. == Company == The company was incorporated in 1997 and began operations as a custom software developer. TimeTiger (internally called TaskMaster) was developed as a tool to help with Indigo's own project planning and estimating. After releasing TimeTiger as a commercial product in 1998, Indigo shifted its focus to time and project management solutions. TimeTiger first introduced support for web-based time logging in 2000, to appeal to workers who were not already tracking their time for billing reasons. Subsequent development emphasized project analysis tools. == Features == Web-based electronic time log "To Do" list to monitor project and non-project activities Pivot table report designer Role-based access control == Software integration == Reports can be exported to Microsoft Excel or saved as Excel-compatible HTML files. Microsoft Project files can be imported and exported. A Software Development Kit is available.

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  • Level set (data structures)

    Level set (data structures)

    In computer science, a level set is a data structure designed to represent discretely sampled dynamic level sets of functions. A common use of this form of data structure is in efficient image rendering. The underlying method constructs a signed distance field that extends from the boundary, and can be used to solve the motion of the boundary in this field. == Chronological developments == The powerful level-set method is due to Osher and Sethian 1988. However, the straightforward implementation via a dense d-dimensional array of values, results in both time and storage complexity of O ( n d ) {\displaystyle O(n^{d})} , where n {\displaystyle n} is the cross sectional resolution of the spatial extents of the domain and d {\displaystyle d} is the number of spatial dimensions of the domain. === Narrow band === The narrow band level set method, introduced in 1995 by Adalsteinsson and Sethian, restricted most computations to a thin band of active voxels immediately surrounding the interface, thus reducing the time complexity in three dimensions to O ( n 2 ) {\displaystyle O(n^{2})} for most operations. Periodic updates of the narrowband structure, to rebuild the list of active voxels, were required which entailed an O ( n 3 ) {\displaystyle O(n^{3})} operation in which voxels over the entire volume were accessed. The storage complexity for this narrowband scheme was still O ( n 3 ) . {\displaystyle O(n^{3}).} Differential constructions over the narrow band domain edge require careful interpolation and domain alteration schemes to stabilise the solution. === Sparse field === This O ( n 3 ) {\displaystyle O(n^{3})} time complexity was eliminated in the approximate "sparse field" level set method introduced by Whitaker in 1998. The sparse field level set method employs a set of linked lists to track the active voxels around the interface. This allows incremental extension of the active region as needed without incurring any significant overhead. While consistently O ( n 2 ) {\displaystyle O(n^{2})} efficient in time, O ( n 3 ) {\displaystyle O(n^{3})} storage space is still required by the sparse field level set method. See for implementation details. === Sparse block grid === The sparse block grid method, introduced by Bridson in 2003, divides the entire bounding volume of size n 3 {\displaystyle n^{3}} into small cubic blocks of m 3 {\displaystyle m^{3}} voxels each. A coarse grid of size ( n / m ) 3 {\displaystyle (n/m)^{3}} then stores pointers only to those blocks that intersect the narrow band of the level set. Block allocation and deallocation occur as the surface propagates to accommodate to the deformations. This method has a suboptimal storage complexity of O ( ( n m ) 3 + m 3 n 2 ) {\displaystyle O\left((nm)3+m^{3}n^{2}\right)} , but retains the constant time access inherent to dense grids. === Octree === The octree level set method, introduced by Strain in 1999 and refined by Losasso, Gibou and Fedkiw, and more recently by Min and Gibou uses a tree of nested cubes of which the leaf nodes contain signed distance values. Octree level sets currently require uniform refinement along the interface (i.e. the narrow band) in order to obtain sufficient precision. This representation is efficient in terms of storage, O ( n 2 ) , {\displaystyle O(n^{2}),} and relatively efficient in terms of access queries, O ( log n ) . {\displaystyle O(\log \,n).} An advantage of the level method on octree data structures is that one can solve the partial differential equations associated with typical free boundary problems that use the level set method. The CASL research group has developed this line of work in computational materials, computational fluid dynamics, electrokinetics, image-guided surgery and controls. === Run-length encoded === The run-length encoding (RLE) level set method, introduced in 2004, applies the RLE scheme to compress regions away from the narrow band to just their sign representation while storing with full precision the narrow band. The sequential traversal of the narrow band is optimal and storage efficiency is further improved over the octree level set. The addition of an acceleration lookup table allows for fast O ( log ⁡ r ) {\displaystyle O(\log r)} random access, where r is the number of runs per cross section. Additional efficiency is gained by applying the RLE scheme in a dimensional recursive fashion, a technique introduced by Nielsen & Museth's similar DT-Grid. === Hash Table Local Level Set === The Hash Table Local Level Set method was introduced in 2011 by Eyiyurekli and Breen and extended in 2012 by Brun, Guittet, and Gibou, only computes the level set data in a band around the interface, as in the Narrow Band Level-Set Method, but also only stores the data in that same band. A hash table data structure is used, which provides an O ( 1 ) {\displaystyle O(1)} access to the data. However, Brun et al. conclude that their method, while being easier to implement, performs worse than a quadtree implementation. They find that as it is, [...] a quadtree data structure seems more adapted than the hash table data structure for level-set algorithms. Three main reasons for worse efficiency are listed: to obtain accurate results, a rather large band is required close to the interface, which counterbalances the absence of grid nodes far from the interface; the performances are deteriorated by extrapolation procedures on the outer edges of the local grid and the width of the band restricts the time step and slows down the method. === Point-based === Corbett in 2005 introduced the point-based level set method. Instead of using a uniform sampling of the level set, the continuous level set function is reconstructed from a set of unorganized point samples via moving least squares.

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  • Screenpal

    Screenpal

    ScreenPal (formerly known as Screencast-O-Matic) is cross-platform screen capture and screen recording software originally developed in 2006. == History == The company was founded by AJ Gregory in 2006 as Screencast-O-Matic. The software includes features for screen recording, screenshot capture, video editing, image editing, and a video and image hosting service. It is available for Windows and Mac operating systems, and has mobile apps for iOS and Android. The company launched a video editor in 2015. It began offering free video and image hosting in 2019, with premium hosting options for subscribers. In 2023, it was rebranded as ScreenPal.

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  • Avid Free DV

    Avid Free DV

    Avid Free DV is a non-linear editing video editing software application developed by Avid Technology. Avid introduced Free DV in January 2003 at the 2003 MacWorld Expo; the company discontinued it in September 2007. Free DV was intended to give editors a sample of the Avid interface to use in deciding whether or not to purchase Avid software, so when compared with other Avid products its features were relatively minimal. When it was available it was not limited by time or watermarking, so it could be used as a non-linear editor for as long as desired. == Comparisons == When compared with other consumer-end non-linear editors such as iMovie and Windows Movie Maker, it sported more powerful video processing tools, but lacked the ease-of-use and shallow learning curve emphasized in similar programs because it had the full interface of the professional Avid system. However, Avid did offer a number of flash-based tutorials to help new users learn how to use the program for capturing, editing, clipping, processing, and outputting audio/video, among other things. == Limitations == The limitations of Avid Free DV included that it allowed only two video and audio tracks, had fewer editing tools than other Avid products, had few import and export formats, and allowed capture and output of standard-definition DV only, via FireWire. Avid Free DV projects and media were not compatible with other Avid systems. As the name implied, Avid Free DV was available as a free download, although users were required to complete a short survey on the Avid website before they were given a download link and key. In addition to using Free DV to evaluate Avid prior to purchase, it could also act as a stepping stone for people wishing to learn to use Avid's other editing products, such as Xpress Pro, Media Composer and Symphony. While additional skills and techniques are necessary to use these professionally geared systems, the basic operation remains the same. == Operating systems == Avid Free DV was available for Windows XP and Mac OS X. The officially supported Mac OS X versions were Panther versions up to 10.3.5, and Tiger versions up to 10.4.3 only. == Supported formats == Avid Free DV supported QuickTime (MOV) and DV AVIs. == Reception == John P. Mello Jr. of The Boston Globe gave Free DV a negative review, finding the user interface obfuscatory and the process of ingesting video error-prone. He summarized: "Professional video editors who use an Avid competitor may jump at the chance to take a free look at how Avid does things. But for the merely curious, this software is a nightmare". Video Systems's Steve Mullen opined that its lack of interoperability with Avid's professional editing software contracted Avid's stated goal to entice budding video editors into buying into the company's software ecosystem.

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  • Flok (company)

    Flok (company)

    Flok (formerly Loyalblocks) was an American tech startup based in New York City that provides marketing services such as chatbots/AI, customer loyalty programs, mobile apps and CRM services to local businesses. In January 2017, the company was acquired by Wix.com. Around March 2017, Flok ceased regular communication. At some point in 2019 Flok communicated to its customers that it would shut down in March 2020. == Background == Flok was founded in 2011 by Ido Gaver and Eran Kirshenboim and has offices in Tel Aviv, Israel. In May 2013, Flok secured a $9 million Series A Round from General Catalyst Partners with participation from Founder Collective and existing investor Gemini Israel Ventures. In total, Flok has raised over $18 million in venture capital in three rounds. In May 2014, Flok announced a self-service loyalty platform for SMBs to build their own programs with beacon integration. At that time, approximately 40,000 businesses were using the service. In 2016, Flok released a turnkey chatbot service for local businesses, and was featured in AdWeek for developing the first weed bot chatbot for a California cannabis business. == Services == Flok offered an eponymous customer-facing app, that consumers use to receive rewards and deals from partner businesses, and a Flok business app for merchants to manage the platform.

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  • N-World

    N-World

    N-World is a 3D graphics package developed by Nichimen Graphics in the 1990s, for Silicon Graphics and Windows NT workstations. Intended primarily for video game content creation, it has polygon modeling tools, 2D and 3D paint, scripting, color reduction, and exporters for several popular game consoles. After its initial release on Windows NT, N-World was renamed Mirai. The winged edge 3D modeler in N-World inspired the development at Nichimen Graphics of Nendo, a standalone 3D modeler, which in turn inspired the open source modeler Wings 3D. == History == N-World originated with Symbolics, a computer manufacturer notable for producing Lisp-based systems in the 1980s. Among the software packages that were produced for Symbolics computers are S-Graphics, a 3D animation suite that includes modules for polygon modeling, dynamics, paint, and rendering — titled S-Geometry, S-Dynamics, S-Paint, and S-Render, respectively. In 1992, Japanese trading company Nichimen Corporation purchased the rights to S-Graphics, ported it to Silicon Graphics IRIX, and marketed it as N-World. N-World retains the Lisp-based underpinnings of its predecessor, but was targeted at interactive content producers, with features useful for game developers. It was priced at US$16,995 (equivalent to $34,100 in 2025) for the full suite, later reduced to $9,995 when ported to Windows NT in 1997. N-World was used to create graphics for many console games in the 1990s, specifically most of the Nintendo 64 games, like Super Mario 64 and Final Fantasy VII. It was superseded by Mirai in 1999. == Features == The N-World package, like its predecessor S-Graphics, is divided into several components: N-Geometry: 3D polygon-based modeling tools, including smoothing, "magnet" geometry editing, and instancing. N-Dynamics: Animation tools including scripting, curve-based animation, and skeletal animation. N-Render: Surfacing and rendering tools with ray tracing and materials output to various game console formats. N-Paint: 2D and 3D paint with mattes, effects, color reduction, and a visual VRAM editor for PlayStation. Game Tools: Utilities for game developers, including exporters for PlayStation, Nintendo 64, and Saturn consoles. == Credits == The following games were created using N-World. Rap Stars Online

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  • Behavior-based robotics

    Behavior-based robotics

    Behavior-based robotics (BBR) or behavioral robotics is an approach in robotics that focuses on robots that are able to exhibit complex-appearing behaviors despite little internal variable state to model its immediate environment, mostly gradually correcting its actions via sensory-motor links. == Principles == Behavior-based robotics sets itself apart from traditional artificial intelligence by using biological systems as a model. Classic artificial intelligence typically uses a set of steps to solve problems, it follows a path based on internal representations of events compared to the behavior-based approach. Rather than use preset calculations to tackle a situation, behavior-based robotics relies on adaptability. This advancement has allowed behavior-based robotics to become commonplace in researching and data gathering. Most behavior-based systems are also reactive, which means they need no programming of what a chair looks like, or what kind of surface the robot is moving on. Instead, all the information is gleaned from the input of the robot's sensors. The robot uses that information to gradually correct its actions according to the changes in immediate environment. Behavior-based robots (BBR) usually show more biological-appearing actions than their computing-intensive counterparts, which are very deliberate in their actions. A BBR often makes mistakes, repeats actions, and appears confused, but can also show the anthropomorphic quality of tenacity. Comparisons between BBRs and insects are frequent because of these actions. BBRs are sometimes considered examples of weak artificial intelligence, although some have claimed they are models of all intelligence. == Features == Most behavior-based robots are programmed with a basic set of features to start them off. They are given a behavioral repertoire to work with dictating what behaviors to use and when, obstacle avoidance and battery charging can provide a foundation to help the robots learn and succeed. Rather than build world models, behavior-based robots simply react to their environment and problems within that environment. They draw upon internal knowledge learned from their past experiences combined with their basic behaviors to resolve problems. == History == The school of behavior-based robots owes much to work undertaken in the 1980s at the Massachusetts Institute of Technology by Rodney Brooks, who with students and colleagues built a series of wheeled and legged robots utilizing the subsumption architecture. Brooks' papers, often written with lighthearted titles such as "Planning is just a way of avoiding figuring out what to do next", the anthropomorphic qualities of his robots, and the relatively low cost of developing such robots, popularized the behavior-based approach. Brooks' work builds—whether by accident or not—on two prior milestones in the behavior-based approach. In the 1950s, W. Grey Walter, an English scientist with a background in neurological research, built a pair of vacuum tube-based robots that were exhibited at the 1951 Festival of Britain, and which have simple but effective behavior-based control systems. The second milestone is Valentino Braitenberg's 1984 book, "Vehicles – Experiments in Synthetic Psychology" (MIT Press). He describes a series of thought experiments demonstrating how simply wired sensor/motor connections can result in some complex-appearing behaviors such as fear and love. Later work in BBR is from the BEAM robotics community, which has built upon the work of Mark Tilden. Tilden was inspired by the reduction in the computational power needed for walking mechanisms from Brooks' experiments (which used one microcontroller for each leg), and further reduced the computational requirements to that of logic chips, transistor-based electronics, and analog circuit design. A different direction of development includes extensions of behavior-based robotics to multi-robot teams. The focus in this work is on developing simple generic mechanisms that result in coordinated group behavior, either implicitly or explicitly.

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